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> Some Questions About The Game, Just starting reading it...
arunwe2012
Posted: Jul 24 2012, 03:26 AM
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Hi all,

I am starting to read this game and want some advice/answers regarding several issues. Please help me! smile.gif

1) Journeys. When you travel without failing rolls (thus not triggering Hazards), is it possible for the Loremaster to interrupt the travel with a planned encounter or hazard? For example, an unexpected attack from Wolves in the night while they are sleeping.

2) Opening volleys. I have the spanish translation of the game and in the Opening Volleys section, I read that, when defending, companions armed with longbows can fire two volleys, those armed with shortbows three, and those armed with spears one. When attacking, you can only make a volley using spears. I cannot find this piece in the English book. Is this errata?

3) When succesfully ambushing enemies, the book says you have the initiative. Does it mean also that you are considered "defending" to calculate combat advantages?

Thanks everybody!
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UndeadTrout
Posted: Jul 24 2012, 05:03 AM
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1) Yes.

2) The pertinent rule from the English-language edition: "The precise circumstances of the combat encounter should let the Loremaster judge how many volleys to allow (if any at all) – normally, all combatants are entitled to one single volley using a bow or a thrown weapon (a spear). If the two sides are separated by a greater distance, then the Loremaster might allow characters using a bow to let loose more than one volley with their weapon."

3) Yes.
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Yusei
Posted: Jul 24 2012, 05:15 AM
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QUOTE (arunwe2012 @ Jul 24 2012, 07:26 AM)
1) Journeys. When you travel without failing rolls (thus not triggering Hazards), is it possible for the Loremaster to interrupt the travel with a planned encounter or hazard? For example, an unexpected attack from Wolves in the night while they are sleeping.

Yes, the Loremaster is free to do whathever she wants, anytime. However, planned hazards should be relevant to the scenario, or the players might feel that you are ignoring their Travel skills, and that they spent their advancement points on useless skills.

It's similar to combat situations, where you might decide that the Big Bad must survive the fight. If a player rolls a successful attack, don't just decide that the Big Bad avoided the hit anyway. Let him get hit, but survive barely, or be saved by some event.
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