River Crossings
Posted: Mon Jun 13, 2016 3:31 pm
So, I'm not one to add much in the way of house rules to my game, but especially with the Rohan supplement, there are a lot of rivers lying about. It has me wondering how to deal with crossing them. Here is something I came up with. I would like to know what you guys think.
Optional Rules - River Crossings
There are areas along every river that are well known as easy places to ford. It is not surprising that many of the main roads lead to these crossing points. Travelling adventurers do not always stick to the main roads however and often find themselves many miles from a well known crossing. At times such as these, players may need to search for a suitable place to cross a river.
Searching for a fordable spot in the river requires a prolonged action by the scout requiring 3 successful search rolls. A great success counts as two rolls, an extraordinary success counts for three. Any ''Eye" rolled on these tests results in an additional day of travel (the company loses a day in unproductive searching?). The scout is allowed two tests each day. Each test moves the company half a day’s journey up or down stream (this may result in travel delays as the company may need to backtrack or replan their route once they cross the river).
Once a viable area to cross the river is found, all party members must then pass an athletics test (riding if on horseback) to ford the river. The TN for this test is equal to 12 plus the roll of a success die. The TN is increase by +2 for spring (rivers running higher) and winter (ice and cold). On a great success, a player may assist another player, on an extraordinary success, he may assist 2 other characters. For each failed roll, a player loses endurance equal to the roll of a success die. A player who fails with an “Eye” result on the feat die gains a wound. Once discovered, a ford can be marked on the map (along with its TN) and used again by the company whenever they return to the area.
Optional Rules - River Crossings
There are areas along every river that are well known as easy places to ford. It is not surprising that many of the main roads lead to these crossing points. Travelling adventurers do not always stick to the main roads however and often find themselves many miles from a well known crossing. At times such as these, players may need to search for a suitable place to cross a river.
Searching for a fordable spot in the river requires a prolonged action by the scout requiring 3 successful search rolls. A great success counts as two rolls, an extraordinary success counts for three. Any ''Eye" rolled on these tests results in an additional day of travel (the company loses a day in unproductive searching?). The scout is allowed two tests each day. Each test moves the company half a day’s journey up or down stream (this may result in travel delays as the company may need to backtrack or replan their route once they cross the river).
Once a viable area to cross the river is found, all party members must then pass an athletics test (riding if on horseback) to ford the river. The TN for this test is equal to 12 plus the roll of a success die. The TN is increase by +2 for spring (rivers running higher) and winter (ice and cold). On a great success, a player may assist another player, on an extraordinary success, he may assist 2 other characters. For each failed roll, a player loses endurance equal to the roll of a success die. A player who fails with an “Eye” result on the feat die gains a wound. Once discovered, a ford can be marked on the map (along with its TN) and used again by the company whenever they return to the area.