Playtested Home-Rules, by Michebugio and others

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Michebugio
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Re: Playtested Home-Rules, by Michebugio and others

Post by Michebugio » Wed Apr 02, 2014 8:58 pm

Woodclaw wrote:Hence my rule was basicly that a character fighting with two weapons may roll the feat dice twice and use the best result, but if he does so he must use the secondary weapon damage, edge and injury values (the secondary weapon can't have an encumbrance higher than 1, similar to your rules). And that's pretty much all.
That's nice and simple, but I see a weak spot I encountered also when making my rules: there's no real trade-off when using two identical weapons (2 daggers, 2 short swords, 2 axes: edge and injury values are just the same). In that case, it's simply better to wield two instead of one, which is something I would avoid: no obvious choices in my games, everything is a give and take.

A simple solution to that would be the very same solution I adopted: add 1 (maybe 2, in this case) to Fatigue when double-wielding. Then, it's a (slightly) less obvious choice, since your players may prefer to keep their Fatigue as low as possible.

I agree that my solution is by far more complex than yours, but it also gives more depth to combat stances management, while keeping game balance, strictly mathematically speaking ;)

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Woodclaw
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Re: Playtested Home-Rules, by Michebugio and others

Post by Woodclaw » Wed Apr 02, 2014 9:05 pm

Michebugio wrote:
Woodclaw wrote:Hence my rule was basicly that a character fighting with two weapons may roll the feat dice twice and use the best result, but if he does so he must use the secondary weapon damage, edge and injury values (the secondary weapon can't have an encumbrance higher than 1, similar to your rules). And that's pretty much all.
That's nice and simple, but I see a weak spot I encountered also when making my rules: there's no real trade-off when using two identical weapons (2 daggers, 2 short swords, 2 axes: edge and injury values are just the same). In that case, it's simply better to wield two instead of one, which is something I would avoid: no obvious choices in my games, everything is a give and take.

A simple solution to that would be the very same solution I adopted: add 1 (maybe 2, in this case) to Fatigue when double-wielding. Then, it's a (slightly) less obvious choice, since your players may prefer to keep their Fatigue as low as possible.

I agree that my solution is by far more complex than yours, but it also gives more depth to combat stances management, while keeping game balance, strictly mathematically speaking ;)
As a matter of fact my rule is just a scratch and I haven't properly tested it out yet, but I was thinking to add something from your implementation, in particular the extra fatigue which is pretty interesting.
"What is the point of having free will if one cannot occasionally spit in the eye of destiny?" ("Gentleman" John Marcone)

PipeSmoker
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Re: Playtested Home-Rules, by Michebugio and others

Post by PipeSmoker » Sat Apr 05, 2014 12:08 am

In case you didn't, please check this out!!!
My house-rules for Dual Wielding:

viewtopic.php?f=7&t=630

Cheers!!!

Shane
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Re: Playtested Home-Rules, by Michebugio and others

Post by Shane » Sat Apr 05, 2014 12:08 pm

Armor augment healing immediately after combat, equal to half its value of Encumbrance
This I really like. It won't affect the in-combat game balance, but gives a benefit to characters who accept the lower weary threshold in return for protection. I'm tempted to try this out in my game. It is a lot of recovery for the heavier armours, tho.

I have a few knock-on thoughts:

Cunning-Make: this would suggest that better-fitted armour would give a smaller increase in post-combat recovery (therefore implying it's better quality reduces it's overall protection). I would ignore the cunning-make trait for the purposes of this rule.

Dwarves: they get a reduction in fatigue from work and carried stuff anyway, so this rule is a double-bubble plus for them in regards to endurance. However, they still don't have any more endurance in combat (just feel the effects of losing it less), so I would probably just accept it's a benefit dwarves get.

Weary: if the post-combat recovery would take you up past weary, would I allow it to be unchecked? Probably not until the characters rested.

It's game night tonight; I shall discuss it with my players and see what they think.

Edit: One thing that occurs to me if folks think adding half the endurance on would be too much would be to add a number equal to the number of protection dice onto post-combat recovery.

Regards,

Shane
Last edited by Shane on Sun Apr 06, 2014 10:21 am, edited 1 time in total.

Glorelendil
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Re: Playtested Home-Rules, by Michebugio and others

Post by Glorelendil » Sat Apr 05, 2014 5:31 pm

PipeSmoker wrote:In case you didn't, please check this out!!!
My house-rules for Dual Wielding:

viewtopic.php?f=7&t=630

Cheers!!!
Rocmistro joined our Wednesday game this week, and he unilaterally implemented the best dual wielding rule I've seen yet: "It has the encumbrance of a shield, it gives me the parry bonus of a shield, but it's an axe."
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator

Michebugio
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Re: Playtested Home-Rules, by Michebugio and others

Post by Michebugio » Sat Apr 05, 2014 6:07 pm

Shane wrote:Cunning-Make: this would suggest that better-fitted armour would give a smaller increase in post-combat recovery (therefore implying it's better quality reduces it's overall protection). I would ignore the cunning-make trait for the purposes of this rule.
Shane wrote:Edit: One thing that occurs to me if folks think adding half the endurance on would be too much would be to add a number equal to the number of protection dice onto post-combat recovery.
Good point. You can easily solve it by hooking the recovery bonus to armor Protection dices instead of Encumbrance: so, an armor will give post-combat recovery boost equal to the number of its Protection dices x2. So 2 points for leather shirt, 4 for leather corselet, 6 for mail shirt etc.
Shane wrote:Dwarves: they get a reduction in fatigue from work and carried stuff anyway, so this rule is a double-bubble plus for them in regards to endurance. However, they still don't have any more endurance in combat (just feel the effects of losing it less), so I would probably just accept it's a benefit dwarves get.
Yes, the point is that they still have no bonus during combat, so race balance is preserved.
Shane wrote:Weary: if the post-combat recovery would take you up past weary, would I allow it to be unchecked? Probably not until the characters rested.
It's up to you: in my game I allow WEARY to be unchecked if recovery takes you past your Fatigue value. This because it's like your armor prevented it in the first place, rather than speeding up recovery as if you were resting, so it has a kind of retroactive effect that kicks in after combat (while not affecting the WEARY condition during combat).

Michebugio
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Re: Playtested Home-Rules, by Michebugio and others

Post by Michebugio » Mon Apr 07, 2014 8:48 pm

Sorry for the double post but I had to bump this thread after the addition of another rule: please check out in the first post the new applications for Sylvan elves' cultural Virtue, Folk of the Dusk.

By the way interesting job, PipeSmoker! It seems we made almost the same rule for dual wielding, except that in yours it is effective only with an appropriate Mastery. I admit I was tempted to change mine too and make it a Mastery just like your version... we'll see, thanks for the contribution anyway :)

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Woodclaw
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Re: Playtested Home-Rules, by Michebugio and others

Post by Woodclaw » Tue Apr 08, 2014 1:16 pm

Michebugio wrote:Sorry for the double post but I had to bump this thread after the addition of another rule: please check out in the first post the new applications for Sylvan elves' cultural Virtue, Folk of the Dusk.
"When an Elf of Mirkwood is inside a forest or under the earth, or it is night, all his Attribute bonuses are based on his favoured rating."

Based on the wording in the AB, I always assumed that some parts of your HR were actually the basic rules.
"What is the point of having free will if one cannot occasionally spit in the eye of destiny?" ("Gentleman" John Marcone)

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Rich H
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Re: Playtested Home-Rules, by Michebugio and others

Post by Rich H » Tue Apr 08, 2014 1:21 pm

Woodclaw wrote:
Michebugio wrote:Sorry for the double post but I had to bump this thread after the addition of another rule: please check out in the first post the new applications for Sylvan elves' cultural Virtue, Folk of the Dusk.
"When an Elf of Mirkwood is inside a forest or under the earth, or it is night, all his Attribute bonuses are based on his favoured rating."

Based on the wording in the AB, I always assumed that some parts of your HR were actually the basic rules.
I think the Folk of the Dusk blessing has been confirmed as applying only to Common Skills.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

Michebugio
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Re: Playtested Home-Rules, by Michebugio and others

Post by Michebugio » Tue Apr 08, 2014 4:49 pm

Rich H wrote:I think the Folk of the Dusk blessing has been confirmed as applying only to Common Skills.
It is indeed, it's an official "errata" that has been corrected in the revised Adventurer's Book. If in the first case it was utter OP, now this Cultural Blessing quite pales in comparison to others. So that's why I felt the need to give it a little extra "oomph" that scales the more Virtues and elf has.

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