Fatigue and adventuring
Posted: Wed Jul 09, 2014 9:31 pm
I've just run the latest session of our Roll20 Hangout game and the unlucky Woodman who was badly injured by the snow troll got healed by Frar who was making his way back from Erebor on his latest attempt to get the King Under the Mountain to send an expedition to retake Greydelve.
Anyway the return trip across the Withered Heath and back via the Northern Dalelands using the revised Journey rules was a bit of an eye-opener. A TN18 test for the section of the route across the Withered Heath with a character who had a Treated Wound was very hard and he accrued Travel fatigue in great dollops over the three test (2xTN14, 1xTN18)
[Esgaroth to Dale 20 miles, Dale to Erebor 10 miles, Erebor to Pass through mountains to Withered Heath 100 miles
All easy travel in Border Lands TN14 - 6.5 days
Pass to Dwarven Tower 20 miles.
Daunting travel (x5) in Dark Lands TN 18 - 5 days]
We realised that the changes to 2 fatigue for Spring and Summer makes a lot more of a difference that at first thought. If LM's are using the added difficulty of travel in different regions and using the table in the LM book then low ranking characters are going to not want to travel any distance from their home base unless with groups where Failures can be mitigated with bonus dice from Lore rolls. The limitation on one bonus die per test and adding the die before rolling makes for some interesting decisions in allocating those dice.
I thought that LM could probably do with a selection of simpler/safer adventures around the nominal home base of the company (Esgaroth/Laketown). A few two/three session (4-6 hours of play) games should be adequate to get characters to their first Fellowship Phase and maybe the Fall/Autumn or Winter of 2947. So perhaps a session - either Marsh Bell or something similar to take the company to their first encounters with the enemies of the Free Folk. Then something over the Winter unless the company goes their separate ways. A Spring series, a Summer series and maybe even an Autumn series in 2947 would give the Company say 15XP total and 20-25 AP which would go towards avoiding the situation where Companies are poorly served with Travel skills and are almost permanently Fatigued when travelling in even slightly dangerous areas. I know some LM's have reduced the TN's in dangerous areas in the early years presumably to avoid the problems with their companies finding Travel too hard.
Anyway the return trip across the Withered Heath and back via the Northern Dalelands using the revised Journey rules was a bit of an eye-opener. A TN18 test for the section of the route across the Withered Heath with a character who had a Treated Wound was very hard and he accrued Travel fatigue in great dollops over the three test (2xTN14, 1xTN18)
[Esgaroth to Dale 20 miles, Dale to Erebor 10 miles, Erebor to Pass through mountains to Withered Heath 100 miles
All easy travel in Border Lands TN14 - 6.5 days
Pass to Dwarven Tower 20 miles.
Daunting travel (x5) in Dark Lands TN 18 - 5 days]
We realised that the changes to 2 fatigue for Spring and Summer makes a lot more of a difference that at first thought. If LM's are using the added difficulty of travel in different regions and using the table in the LM book then low ranking characters are going to not want to travel any distance from their home base unless with groups where Failures can be mitigated with bonus dice from Lore rolls. The limitation on one bonus die per test and adding the die before rolling makes for some interesting decisions in allocating those dice.
I thought that LM could probably do with a selection of simpler/safer adventures around the nominal home base of the company (Esgaroth/Laketown). A few two/three session (4-6 hours of play) games should be adequate to get characters to their first Fellowship Phase and maybe the Fall/Autumn or Winter of 2947. So perhaps a session - either Marsh Bell or something similar to take the company to their first encounters with the enemies of the Free Folk. Then something over the Winter unless the company goes their separate ways. A Spring series, a Summer series and maybe even an Autumn series in 2947 would give the Company say 15XP total and 20-25 AP which would go towards avoiding the situation where Companies are poorly served with Travel skills and are almost permanently Fatigued when travelling in even slightly dangerous areas. I know some LM's have reduced the TN's in dangerous areas in the early years presumably to avoid the problems with their companies finding Travel too hard.