Combat Tasks to help archer in small Fellowships

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Mythicos
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Combat Tasks to help archer in small Fellowships

Post by Mythicos » Fri Aug 22, 2014 5:16 pm

I’m LMing a Fellowhip with 3 PCs. One of them is an archer by trade.

When a fight occurs, as soon as there are 7 or more opponents, RAW says that nobody can choose the Rearward stance. But certain fights, for whatever reason, call for more opponents than that, and I don’t want to completely deprive the archer of the chance to use his bow.

In keeping with the spirit of the rules, I thought about creating Combat tasks that would alleviate this problem.
I actually have two ideas:

1) “Bodyguard”: A Hero in the Defensive stance, at the beginning of his round, can make an Athletics or Battle roll to try and prevent enemies from reaching an ally who’s in Rearward stance too easily (TN 14). If the roll is successful, one enemy cannot reach the Rearward ally, meaning that said enemy doesn’t count for the 2-for-1 rule (so a Fellowship of 3 could face up vs. 7 enemies and still allow 1 Hero to be in a Rearward stance. If the roll is unsuccessful, the ally is considered to be in a Defensive stance instead of Rearward, meaning (amongst other things) that he can’t make a range attack. Whatever the result, the Hero who chooses to perform this Task is considered to be Moderately hindered for the remainder of the round and can still perform an attack.

2) “Elusive”: A Hero, at the beginning of the round, can choose this Task to try and choose a Rearward stance even in a situation that doesn’t normally allow it because of the number of enemies (i.e. more than 2-for-1 enemies vs. heroes). The Hero makes an Athletics or Battle roll (TN 14, +2 to TN for each enemy in excess of the 2-for-1 ratio). If successful, the Hero can choose the Rearward stance; otherwise he must choose the Forward stance and is considered Moderately hindered for the remainder of the round. Performing this Task still allows to attack.

What do you think about the idea itself? If you think it’s fine, what about the Tasks (are they balanced, too lenient, too harsh…)? Thanks!

p.s. Haven't thought too long about the tasks's names; if you have better suggestions, go ahead and suggest :)

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shipwreck
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Re: Combat Tasks to help archer in small Fellowships

Post by shipwreck » Fri Aug 22, 2014 6:08 pm

These look like solid house rules! I suppose another way to look at 'Elusive' would be allowing the archer to, instead of receiving a bonus die, opt to find higher ground on his initial Battle roll.
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JoeArcher
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Re: Combat Tasks to help archer in small Fellowships

Post by JoeArcher » Sun Aug 24, 2014 11:49 am

So with a lot of enemies an archer can't use his bow. This seems weird, considering how legolas fights for instance. Haven't read the book yet, but not being able to use your bow at all seems very restrictive.

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Re: Combat Tasks to help archer in small Fellowships

Post by Hermes Serpent » Sun Aug 24, 2014 12:34 pm

@JoeArcher, please don't confuse the PJ movie with anything ever written by the Professor. Legolas in the LotR does not leap like a wire-fu actor around the scenery while shooting faster than a GE Vulcan rotary Mini-gun. Legolas does not appear at all in the book of the Hobbit and there is no love interest between Elves and dwarves either in the One Ring RPG unless a LM puts it there.

Read the Professor's work and you will have a good understanding of how to play the One Ring RPG. If you go by PJ's concept then you might wish to try something a little more gonzo in the role playing department.
Last edited by Hermes Serpent on Sun Aug 24, 2014 3:59 pm, edited 1 time in total.
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Murcushio
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Re: Combat Tasks to help archer in small Fellowships

Post by Murcushio » Sun Aug 24, 2014 3:52 pm

A quick-and-easy hack to this issue is to let ranged-weapon wielding characters engaged in close combat use their ranged weapon, but only against foes they are engaged with, and disallow use of Prepared Shot.

The game seems to balance the "you can attack just about anything you can see within range, including flying things and things standing way in the back of the enemies formation, like their own ranged attackers" power of ranged weapons with "you have to have a two-to-one ratio of close combat to ranged attackers, and you can't be outnumbered more than two-to-one either."

That's fair, but it does gack smaller fellowships.

Easy fix is to let them use their ranged stuff in close combat.

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Re: Combat Tasks to help archer in small Fellowships

Post by Glorelendil » Sun Aug 24, 2014 6:40 pm

Despite all the mockery I've directed at the historical realists, archery while somebody swings an axe at you crosses even my threshold of belief.

Personally I wouldn't change the rules at all. Yes, dedicated archers face some disadvantages. No, PJ's Legolas doesn't work in this game.
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Re: Combat Tasks to help archer in small Fellowships

Post by Hermes Serpent » Sun Aug 24, 2014 8:17 pm

The problem of archer actions also enters into larger companies when the LM adds in Great Leaping wolves and spiders and Fell Speed bats. All of these can attack any member of the Company regardless of stance. There is no indication that someone in Rearward stance can do anything when attacked by one of these creatures except shoot or haul out his melee weapon. Generally I allow a Rearward stance archer caught by one of these to fire once if they have the initiative (attack first in a round) and then have to resort to melee weapons. I think this covers the archer seeing the attack coming and making one last desperate shot before fighting at TN 12 + Parry (same as Defensive stance). I might let them make an Athletics test to scramble about to continue firing at other targets in combat with friends instead though.
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JoeArcher
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Re: Combat Tasks to help archer in small Fellowships

Post by JoeArcher » Sun Aug 24, 2014 8:53 pm

I read The Hobbit the first time about 25 years ago, and I've read Lord of the Rings a few times too. I have read most of his work and is aware of the more action oriented approach of the movies. Honestly I think they would have been quite dull otherwise. :)

It's more a general issue - I just don't like this idea :)

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zedturtle
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Re: Combat Tasks to help archer in small Fellowships

Post by zedturtle » Sun Aug 24, 2014 9:26 pm

JoeArcher wrote:I read The Hobbit the first time about 25 years ago, and I've read Lord of the Rings a few times too. I have read most of his work and is aware of the more action oriented approach of the movies. Honestly I think they would have been quite dull otherwise. :)

It's more a general issue - I just don't like this idea :)
Oh, ok. I think some people interpreted "the book" to mean "The Lord of the Rings" and not "The One Ring". Just for for absolute clarity, the OP is asking about a rule where at least two PCs need to be in close combat stances for an archer to be in missile range. Each of those close combat fighters can engage three enemies, so when there are seven or more enemies then the archer has to fight in close combat.

If you've ever banged some sticks around, you'll know that one fighter keeping three enemies engaged where they can't attack another combatant is at the edge of realism. So, I think the rule is okay; and have no real objection to the OP coming up with a couple of ways to stretch that rule out. I also wouldn't have an objection to making a virtue that would allow a missile range character to use his bow in close combat (maybe ignore tengwars to represent the fact that the archer won't get the benefit of full draw).

But the rules as written allow for some pretty heroic stuff and, honestly, I would just scale the encounters for a small group like that so that most times they won't face off against more than six enemies.
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JoeArcher
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Re: Combat Tasks to help archer in small Fellowships

Post by JoeArcher » Sun Aug 24, 2014 9:30 pm

And I guess once they kill a single opponent, the archer can start shooting - or? I'll start reading the book. I really like what I've heard and read about this system in general :-)

Maybe the fact that I'm an archer myself also plays a role here to be honest :D

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