Falenthal wrote:Hey, Zed, I'm probably a bit late, but I'm re-reading your document in this days (as much as I can, with two children on vacation from school...).
I'll try to post the small things that I can see in the document that leave me thinking for some reason.
p.4
The Hunt Threshold
may modified as indicated on page 114 of Rivendell
A "be" is needed between "may" and "modified", right?
Absolutely! Thanks for the catch.
p.5
Moving between different regions. Each time the
heroes enter a region of higher difficulty (as shown
on page 158 of the revised rulebook) than the one
they started the Adventuring Phase in, they increase
their Eye Awareness by one.
I like the idea, but shouldn't it be "from a region to another with a higher difficulty"?
Is it your intention that, if a party starts an Adventuring Phase in, let's say, a Dark Land, they'll never increase Eye Awareness during that Adventure?
Well, my thought is that if they started in a Dark Land, the 'engaging the forces of the Enemy' and 'dwelling in a place where the Shadow was strong.' would be sufficient to raise Eye Awareness. I will have a bit more of a think about this, though.
p.6
The Hidden Place
Given sufficient time to prepare a small area, you may
use your arts to make that place hard to find for others.
What is "sufficient time" for you? Maybe you don't need a rule like "30 minutes for every 5m square", but something like "one hour for a campsite, one day for a cottage" could work.
Huh. I'll play with that, but I think that's something that would be left to LM discretion (based on similar rules structures in RAW).
p.9 The Way of Healing
I should see this Practices in play, but they look too weak to me, at least by reading them.
I'm not very good at seeing the importance of rules by just reading them (unlike Glorelendil or Angelalex), but here's what I think:
Battle Leech-craft: A dying companion has 12 hours to recover, right? There's no need to stabilise him during battle, as far as I can see. Maybe allowing an Unconscious character recover as many Endurance points as the caster's Wisdom (enough to stand up again, but probably just bare to sustain another hit) could be a nice effect.
An interesting thought... it is probably ranked too high in cost now, but it does provide an automatic success, which is nothing to sneeze at.
The Easing of Pain: I am not very happy with tying the recovery with Body: Hobbits will always profit less from this, and Beornings/Dwarves more. Maybe Body or Heart? Or, again, relate the recovery to the caster, not to the character. The Wisdom of the caster, or his Heart, or his Wits (Elves and Woodmen make for the best healers).
And, if the extra Endurance allows to recover from the Weary or the Wounded state, why don't you allow it? Just asking.
I think Wisdom might be best. The not recovering from Weary/Wounded is to parallel the RAW and to also not make someone regress backwards when the temporary points go away.
The Hands of the Healer:
The wound
now counts as treated.
Shouldn't this "wound" begin with a capital W?
The effect is just the same as using the Healing skill, right? Maybe a bit weak? Usually every group has someone with a decent Healing skill, so this Practice might become useless or unnecessary.
I think it would be nice to affect Poison, since you need the weapon that inflicted the Wound.
And it could be used to stabilize a Dying companion
even if a prior Healing test was failed during the same day.
It is free and automatically successful, without even spending Hope. I keep going back and forth on whether or not poison should be affected; I don't want to rob Woodmen of one of their signature abilities.
Jacob Rodgers, occasional nitwit.
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