As we have said several times, TOR is way simpler than Pathfinder, burning wheel and the like. Do not mix them up
You get the basic mechanics in the message I posted above. It is not that complicated, really.
Basic system for everything: XD6+D12, base target number 14. If you roll a
Gandalf rune it is an auto-success (basically a critical). If you roll an eye of
Sauron bad stuff happens (basically a fumble). That works for any action you want to do. Ever (with a small change for combat). An ability of 3 should give you an average of 2/3 success.
In
combat you select a
Stance (4 of them). To attack or do stuff you roll XD6+D12 as well. You need to beat a number(+target parry) depending on your stance. The stances are important because you are also hit yourself using that number+ your parry.
- If you score a hit you cause the damage of your weapon.
- If you score a hit AND rolled one 6, you add your Body to the damage.
- If you score a hit AND rolled two or more 6s, you add your Body*2 to the damage.
If you rolled equal or above the
Edge of your weapon, the enemy needs to roll his Armor and equal the Injury of your weapon. If he does not, he becomes
wounded (and suffers normal damage as well). If he goes above that, he suffers normal damage (you hit him after all). Normal enemies die if they are wounded, while harder targets like trolls need to be wounded repeatedly for them to go down. This IMO is way less complicated than Pathfinder combat by a large margin.
Spending a point of
Hope let you add the characteristic associated with the ability (for combat abilities it is Body) to a roll. You add the Favoured characteristic value if it is one of your favoured abilities.
When
weary, discard all the rolls of 1-2-3 in the die. If you are
wounded twice, you die.
And that is it. There is not much more to the system in all the rulebook. As you can see it is not that complicated and does not have that many related stuff.
Xavi