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Re: New Journey Rules - Ideas from AiMe

Posted: Tue Sep 13, 2016 8:31 pm
by Wbweather
I think that feels about right if like in the challenges described in AiMe there is some possibility of reward for a success on a hazard test. I don't think my players would like to pass 6 hazards now on a route that usually produces 2, But if there was the potential for a beneficial outcome, that might change.

Re: New Journey Rules - Ideas from AiMe

Posted: Tue Sep 13, 2016 8:45 pm
by Rich H
Wbweather wrote:I think that feels about right if like in the challenges described in AiMe there is some possibility of reward for a success on a hazard test. I don't think my players would like to pass 6 hazards now on a route that usually produces 2, But if there was the potential for a beneficial outcome, that might change.
2 hazards + 6 Fatigue tests effectively equals 8 hazards using the RAW as Fatigue Tests are the same in all but name so my alterations are still less than that total which is the important amount as that is the comparison.

I'm not using the beneficial outcome for Hazards (challenges). I want to use the vast and cool library of hazards that TOR has available without having to alter them in any way.

Re: New Journey Rules - Ideas from AiMe

Posted: Tue Sep 13, 2016 8:48 pm
by Rich H
May tweak the numbers a bit...

• Short Journey (1-10 hexes on the Loremaster’s Map): 1d2+1 for number of hazards
• Medium Journey (11-30 hexes on the Loremaster’s Map): 1d3+2 for number of hazards
• Long Journey (31+ hexes on the Loremaster’s Map): 1d3+3 for number of hazards

Re: New Journey Rules - Ideas from AiMe

Posted: Tue Sep 13, 2016 9:13 pm
by Wbweather
Ok, I see what you are saying. Most of your "hazards" will be fatigue checks, with only a few being more traditional hazards from the lists available. That makes sense.

Re: New Journey Rules - Ideas from AiMe

Posted: Tue Sep 13, 2016 9:23 pm
by Rich H
Wbweather wrote:Ok, I see what you are saying. Most of your "hazards" will be fatigue checks, with only a few being more traditional hazards from the lists available. That makes sense.
Not exactly. For me, these new rules need to take into account the 'loss' of the repetition those fatigue tests but I don't want them to drown out the other interesting hazards that can occur during a journey. What I'm currently working on is that a fatigue-based hazard is 3 times more likely (3 in 11) to occur than another hazard (1 in 11) but there are 9 different hazard types so it's likely that another type of hazard will be rolled (ie, 8 in 11). Additionally, there's a chance (1 in 12) of the Hazard becoming an Interesting Event - ie, a positive encounter rather than a dangerous one.

Re: New Journey Rules - Ideas from AiMe

Posted: Tue Sep 13, 2016 9:30 pm
by Rich H
I'm also working on refining my idea for Journey Tasks:
JOURNEY TASKS
Players may spend bonus Success dice gained on a Preliminary Planning roll to perform the Journey Task related to their role within the journey on a one-for-one basis.

These skill tests present the challenges faced by a company while travelling through inhospitable terrain – the Guide’s challenge is to navigate and plan the best route, the Scout must ensure that good camp sites and new trails are exploited to best effect, the Huntsman must secure food to supplement a company’s diminishing provisions, and the Look-out makes sure any dangers to the companions are minimised or avoided completely.

Task Descriptions
The following tasks relate to each character role within a journey. A player tests their role’s common skill against the TN of the terrain being travelled, modified by the current season.

A Good Road Taken (Guide)
A competent Guide aids the company by discovering and choosing better paths to travel.

• A successful Travel test reduces the number of fatigue points by 1 or 2 on an ordinary or a great / extraordinary success respectively for all companions

A Soft Bed and Warm Fire (Scout)
An able Scout fashions a good camp from the materials at hand.

• A successful Explore test removes the Wearied status from 1 or 2 companions on an ordinary or a great / extraordinary success respectively

A Hearty Meal (Huntsman)
The capable Huntsman successfully forages for extra provisions to provide for a hearty meal.

• A successful Hunting test restores 2 or 4 endurance on an ordinary or a great / extraordinary success respectively for all companions

Sharp Wits Avail (Look-out)
A sharp witted Look-Out stays alert for signs of danger.

• A successful Awareness test reduces Eye Awareness by 2 or 4 on an ordinary or a great / extraordinary success respectively or modifies the next roll when selecting the target of a Hazard by +2 (ie, if the Eye of Mordor rules aren't yet being used within the campaign)

Re: New Journey Rules - Ideas from AiMe

Posted: Tue Sep 13, 2016 9:54 pm
by Falenthal
While I still have to fully understand how Journeys work in AiMe, and maybe a direct conversion isn't the way to go, I also feel that those rules are even more conceptual (not calculating the exact days travelled, mixing the various consequences of failing Hazards, etc.) and allow for a faster and more diverse "feel" of the travel.

I also like that most Hazards (to use the TOR name) imply the whole group rolling different skills to cooperate and overcoming a difficult situation, not just one or two heroes rolling all the same.

Seems interesting, and I'll keep an eye on what you guys come up with.

Re: New Journey Rules - Ideas from AiMe

Posted: Wed Sep 14, 2016 8:00 am
by Yepesnopes
The moment you post your house rules on this, consider me and my group as play testers :)

Re: New Journey Rules - Ideas from AiMe

Posted: Wed Sep 14, 2016 8:12 am
by Rich H
Yepesnopes wrote:The moment you post your house rules on this, consider me and my group as play testers :)
I'm close to getting something done. I'll be just producing a 'rules only' document for review here minimising the text lifted from TOR and AiMe for obvious reasons.

Re: New Journey Rules - Ideas from AiMe

Posted: Wed Sep 14, 2016 11:59 am
by beckett
I might try these out at my next game, Rich. Thinking about this more, A Good Road Taken, could effectively mean the heroes gain no Fatigue at all if the result is a great or extraordinary success while in the spring or summer months (2 Fatigue). Is that too powerful?
Rich H wrote:I'm also working on refining my idea for Journey Tasks:
JOURNEY TASKS
Players may spend bonus Success dice gained on a Preliminary Planning roll to perform the Journey Task related to their role within the journey on a one-for-one basis.

These skill tests present the challenges faced by a company while travelling through inhospitable terrain – the Guide’s challenge is to navigate and plan the best route, the Scout must ensure that good camp sites and new trails are exploited to best effect, the Huntsman must secure food to supplement a company’s diminishing provisions, and the Look-out makes sure any dangers to the companions are minimised or avoided completely.

Task Descriptions
The following tasks relate to each character role within a journey. A player tests their role’s common skill against the TN of the terrain being travelled, modified by the current season.

A Good Road Taken (Guide)
A competent Guide aids the company by discovering and choosing better paths to travel.

• A successful Travel test reduces the number of fatigue points by 1 or 2 on an ordinary or a great / extraordinary success respectively for all companions

A Soft Bed and Warm Fire (Scout)
An able Scout fashions a good camp from the materials at hand.

• A successful Explore test removes the Wearied status from 1 or 2 companions on an ordinary or a great / extraordinary success respectively

A Hearty Meal (Huntsman)
The capable Huntsman successfully forages for extra provisions to provide for a hearty meal.

• A successful Hunting test restores 2 or 4 endurance on an ordinary or a great / extraordinary success respectively for all companions

Sharp Wits Avail (Look-out)
A sharp witted Look-Out stays alert for signs of danger.

• A successful Awareness test reduces Eye Awareness by 2 or 4 on an ordinary or a great / extraordinary success respectively or modifies the next roll when selecting the target of a Hazard by +2 (ie, if the Eye of Mordor rules aren't yet being used within the campaign)