Misc rules clarifications
Posted: Sat Jan 20, 2018 4:03 pm
Hi there,
I have a collection of rules in question with our group. Can one of your TOR veterans answer these?
1. How does a PC grapple a foe? Does it require a successful dagger (unarmed) attack, then an athletics check?
Does a grappled foe get to attack the PC?
Can PC attack the foe when grappling it?
Also, what is the called shot effect for an unarmed attack (if any)?
2. Social Encounter sequence: How exactly does a companion assist in an Encounter? Specifically, If Bob is the elected party member who speaks for the party, how can one of the not-introduced party members contribute to the success of the encounter? In the book it says something like "they may not be able to contribute directly, but could us Insight or Riddle to make suggestions." Well what exactly does that mean? Does a successful Riddle give the party's speaker an extra success die? or a +1? or does it mean the assisting companions successful Riddle test counts directly as one of the required successes for the encounter?
3. When a PC rolls an eye on an attack, it triggers a called shot from the foe. Does the called shot effect take place on a simple success on the foe's next attack, or is a great success required, as with PC initiated called shots? Further, what if the foe gets an extraordinary success?
4. In the Rivendell expansion, the Rangers of the North have a cultural ability which grants the distinctive feature "foresight" which can be evoked to trigger a day of sort-of prescience that stems from their ancestors. It is obvious that foresight is evoked just like "elusive" would be by saying "Hmm. It seems like my Ranger might have a sense of whether releasing this prisoner may connect to dark maneuverings in M.E." or else "Oh, man I just said that I had a feeling something bad was going to happen on this trip to Bree, and then we were attacked!"
In my last session, I never managed to envoke foresighted, because it always felt like I was always saying "Hmm, maybe my ranger would have foresight about whether this campsite, inn, stranger, moonrise, pint of ale, or what-have-you, will lead to dark turns of events? No? Ok." or else just saying "this campsite, inn, stranger, moonrise, pint of ale or what-have-you, gives me a bad feeling." hoping something will happen there that make the statement foresight. Just felt phony trying to activate it like that. Can you suggest ways to envoke it with more finesse or better narrative placement?
5. When building the refuge at Girdley Island, can the fellowship divide the first 3 tasks (clearing, opening and transporting materials) between them and complete them all in the first fellowship phase, or does each player have to spend 5 fellowship phases total on this refuge?
Also, do all players have to focus only on the building (Building I and Building II) for 2 fellowship phases?
Thanks folks!
I have a collection of rules in question with our group. Can one of your TOR veterans answer these?
1. How does a PC grapple a foe? Does it require a successful dagger (unarmed) attack, then an athletics check?
Does a grappled foe get to attack the PC?
Can PC attack the foe when grappling it?
Also, what is the called shot effect for an unarmed attack (if any)?
2. Social Encounter sequence: How exactly does a companion assist in an Encounter? Specifically, If Bob is the elected party member who speaks for the party, how can one of the not-introduced party members contribute to the success of the encounter? In the book it says something like "they may not be able to contribute directly, but could us Insight or Riddle to make suggestions." Well what exactly does that mean? Does a successful Riddle give the party's speaker an extra success die? or a +1? or does it mean the assisting companions successful Riddle test counts directly as one of the required successes for the encounter?
3. When a PC rolls an eye on an attack, it triggers a called shot from the foe. Does the called shot effect take place on a simple success on the foe's next attack, or is a great success required, as with PC initiated called shots? Further, what if the foe gets an extraordinary success?
4. In the Rivendell expansion, the Rangers of the North have a cultural ability which grants the distinctive feature "foresight" which can be evoked to trigger a day of sort-of prescience that stems from their ancestors. It is obvious that foresight is evoked just like "elusive" would be by saying "Hmm. It seems like my Ranger might have a sense of whether releasing this prisoner may connect to dark maneuverings in M.E." or else "Oh, man I just said that I had a feeling something bad was going to happen on this trip to Bree, and then we were attacked!"
In my last session, I never managed to envoke foresighted, because it always felt like I was always saying "Hmm, maybe my ranger would have foresight about whether this campsite, inn, stranger, moonrise, pint of ale, or what-have-you, will lead to dark turns of events? No? Ok." or else just saying "this campsite, inn, stranger, moonrise, pint of ale or what-have-you, gives me a bad feeling." hoping something will happen there that make the statement foresight. Just felt phony trying to activate it like that. Can you suggest ways to envoke it with more finesse or better narrative placement?
5. When building the refuge at Girdley Island, can the fellowship divide the first 3 tasks (clearing, opening and transporting materials) between them and complete them all in the first fellowship phase, or does each player have to spend 5 fellowship phases total on this refuge?
Also, do all players have to focus only on the building (Building I and Building II) for 2 fellowship phases?
Thanks folks!