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Re: New Journey Rules - Ideas from AiMe
Posted: Tue Sep 27, 2016 8:27 pm
by Rich H
Done some journey role task cards:
https://dl.dropboxusercontent.com/u/795 ... 0Cards.pdf as a nice visual aid for my players.
And a journey tracker to support the rules:
https://dl.dropboxusercontent.com/u/795 ... racker.pdf
Re: New Journey Rules - Ideas from AiMe
Posted: Thu Sep 29, 2016 10:11 pm
by ThrorII
I'm stealing your Journey Tracker sheet and reverse engineering it back to AiMe5e. Great job!! I'll share it on the AiMe forum and give you credit, if it is ok.
Re: New Journey Rules - Ideas from AiMe
Posted: Thu Sep 29, 2016 10:56 pm
by ThrorII
And by the by, your house rule is very similar to what I ended up doing a few years ago.
Instead of 4 TN20 Fatigue tests for 1 Fatigue point each (hypothetically), I would do 1 TN20 Fatigue test for 4 points. The number of Fatigue points and the TN are determined by the region traveled, distance traveled, etc. just like RAW. I did 1 roll for each region traveled through.
A success reduced Fatigue by 1, and each Tengwar reduced Fatigue by 1 more. A Trait could be invoked to reduce Fatigue by 1 as well.
I didn't think to have a set number of Hazards per hexes traveled, like AiMe does. Instead I just eyeballed encounters based the region and what sounded fun. In retrospect, it kind of broke down the same.
viewtopic.php?f=7&t=329&hilit=journey
Re: New Journey Rules - Ideas from AiMe
Posted: Fri Sep 30, 2016 7:48 am
by Rich H
ThrorII wrote:I'm stealing your Journey Tracker sheet and reverse engineering it back to AiMe5e. Great job!! I'll share it on the AiMe forum and give you credit, if it is ok.
That's absolutely fine. If you want me to send you the word doc of it then just PM me your email address.
Re: New Journey Rules - Ideas from AiMe
Posted: Fri Sep 30, 2016 7:51 am
by Rich H
ThrorII wrote:And by the by, your house rule is very similar to what I ended up doing a few years ago.
Instead of 4 TN20 Fatigue tests for 1 Fatigue point each (hypothetically), I would do 1 TN20 Fatigue test for 4 points. The number of Fatigue points and the TN are determined by the region traveled, distance traveled, etc. just like RAW. I did 1 roll for each region traveled through.
A success reduced Fatigue by 1, and each Tengwar reduced Fatigue by 1 more. A Trait could be invoked to reduce Fatigue by 1 as well.
I didn't think to have a set number of Hazards per hexes traveled, like AiMe does. Instead I just eyeballed encounters based the region and what sounded fun. In retrospect, it kind of broke down the same.
viewtopic.php?f=7&t=329&hilit=journey
That's good to know. It's always reassuring when people arrive at the same (or similar) conclusions separately.
I really like the journey rules in AiMe. I'll never play it as I think TOR on the whole does a better job, and I'm also not a fan of D&D, but I was really impressed with the journey mechanics - far more flexibility and less repetition in it than the TOR ones.
Re: New Journey Rules - Ideas from AiMe
Posted: Sat Oct 01, 2016 3:11 am
by ThrorII
Rich H wrote: That's absolutely fine. If you want me to send you the word doc of it then just PM me your email address.
Nah, I was insomniatic two nights ago, so I did it up in word myself. Heavily plagurized off yours, of course. Thanks for the offer though!
Re: New Journey Rules - Ideas from AiMe
Posted: Sat Oct 01, 2016 10:29 am
by Rich H
Playtested these last night to really good affect. The journey flowed a lot better and it was far easier to plan Hazards as a natural part of the journey rather than waiting for an EYE to be rolled and then having to get inspired or, alternatively, no EYEs being rolled and not being able to use any pre-planned Hazards.
I'll be tweaking some numbers but all-in-all I really like the changes as they remove repetition and allow more flexibility in instigating Hazards.
Re: New Journey Rules - Ideas from AiMe
Posted: Sat Oct 01, 2016 11:27 am
by Falenthal
That's the way to go, Rich!
Waiting to see those rules as soon as possible.
Re: New Journey Rules - Ideas from AiMe
Posted: Sat Oct 01, 2016 11:34 am
by Rich H
Falenthal wrote:That's the way to go, Rich!
Waiting to see those rules as soon as possible.
I'm mulling over some of the elements so suspect it's still a week or two away. That will also allow me to run the gaming group through a couple more journeys just to test them out further.
Re: New Journey Rules - Ideas from AiMe
Posted: Sat Oct 01, 2016 1:31 pm
by Rich H
Here's the outline of the steps:
PLANNING AND PREPARATION
1 – SET ROUTE
2 – ASSIGN TRAVEL ROLES
3 – DETERMINE PERIL RATING
4 – PRELIMINARY PLANNING ROLLS
5 – GATHER TRAVELLING GEAR
6 – DETERMINE JOURNEY DISPOSITION
JOURNEY TASKS
7 – USING JOURNEY TASKS
TRAVEL AND FATIGUE
8 – DETERMINE THE FATIGUE TEST DIFFICULTY
9 – ESTABLISH FATIGUE POINTS
10 – RESOLVE THE FATIGUE TEST
HAZARDS
11 – DETERMINE THE NUMBER OF HAZARDS
12 – DETERMINE THE HAZARD DIFFICULTY
13 – SELECT THE HAZARD TARGET
14 – RESOLVE THE HAZARD
JOURNEY’S END: RESOLUTION
OPTIONAL: TRACKING TIME