Thanks for answering,
Corvo, and thank you for the feedback
Woodclaw! Going with order:
Corvo wrote:The hypothetical 5d armour+helm is a whopping 26 fatigue. Add some weapon and we are in the 28-32 range.
Most PCs don't have such endurance! The PC is already tired or will be at the first blow/fatigue roll.
Well, take a Dwarf with a Heart score of 4. He has 32 Endurance, let's say he has an Hauberk, a Helm, an Axe and a Buckler: he goes to Fatigue 29, which drops to 25 for being a Dwarf. Then he can also lower the Encumbrance value of his armor with Rewards... even at character creation, it's perfectly possible that he starts with a Fatigue of 23 all geared up.
Now consider he's fighting a bunch of Attercops in Defensive stance. The enemies will have to get past his Parry AND to get an Extraordinary success to even land 3 Damage points. All of this with 2 dices on attack: even with your improved Damage rule, I hardly see any problem for this Dwarf to fight alone even 30 of his critters, and we are talking about a novice adventurer!
Corvo wrote:Speaking of fatigue roll: that is a +6 to tn! Even a stroll around Beorn's home would be tn18. A trek on the elf path is some 22 or more (going from memory).
And here we come to the third part of my house rules: Parry is a skill, and combat is an opposed roll. Being weary makes your parry less effective, so you take more blows, in a vicious circle.
This doesn't actually balance things up, simply because we are now outside combat (in the case of fatigue rolls increased TN) or we are talking about taking more blows which aren't actually harder, since total damage depends only on the number of Tengwars rolled by your opponent, not on your Parry value: so a fatigued character will take more blows, but the Attercops of the example before should still roll a double T with their 2 attack dices to deal even just 3 Damage on your character.
Corvo wrote:About armour vs no armour: historically, people who can afford armour bought armour. Outside of money the only limit was usually the climate (hot climate was bad for tin men): but that is fatigue rolls-ground, TOR-wise. And despite the climate even Muslim heavy cavalry used chainmail when they got the chance.
Well, indeed. Armor definitely gives an advantage in real-life combat, and in TOR we are simply accepting a distorsion of reality for the sake of game balance
Woodclaw wrote:I think that it might be a good idea, but I think that reducing the Endurance loss by 1/2/3 points is too little by itself. I understand that not losing the next turn is quite the plus (especially in Forward stance), but I keep thinking that it's too little.
Woodclaw, think more about that. It's basically a free roll, with only a small percentage of risk to make it worse, that allows you to shrug off some Damage, up to 7 points. I'm more concerned about abuse by the players, than it being still too little! In fact, I should add that it can be used only once per turn.