Newbie questions about the game

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Steelwind
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Newbie questions about the game

Post by Steelwind » Tue Aug 26, 2014 11:06 am

Hello all, first post here. I recently discovered the existence of The One Ring and have been checking it out a little bit. I have mostly played D&D (and derivatives like Pathfinder) and Star Wars as far as RPGs go. While I am no Tolkien expert, I have always had a love for The Hobbit and Lord of the Rings (going as far back as the 80's animated Hobbit movie when I was a kid). And funnily enough it was actually watching the Fellowship of the Ring in the theater that led to my first ever D&D session. Anyway, enough rambling. :mrgreen:

I have some questions about this game. From the very little I have gleaned it seems to be very different system from anything I've played in so far. I do know a new revision to the game just got released in the form of a new hardback core rulebook, so I figured this might be a good time to possibly pick it up. So random question time:

I've heard most of your characters stats are derived straight from your race at the start and while you pick something of a "class", it actually has very little impact. How exactly does that work?

If we do pick up this game, and I know my friends well enough, we are probably looking at a Knight of Gondor, a Ranger, an Elf from Rivendell (with magic?), a Shieldmaiden of Rohan, an Elf Archer (Legolas style), and either a Dwarf or Hobbit (dude likes to play shorties) as characters in our party. Are all of those options available to play?

How does health and healing work in this game? I obviously imagine that there arent holy symbol wielding clerics running around casting cure serious wounds.

And that leads me into...how does magic work in general? I know that it is much more toned down in Middle Earth, and magic is both rare and more subtle, but it still does exist. Do PCs have any options to utilize it, or is it reserved for the super NPCs like Gandalf? I know the above mentioned player who will likely play the Elf from Rivendell will be particularly interested, as he usually likes to play fighter/mage types (his all time favorite character is a 2E AD&D Elven Bladesinger)

How do magical items work? While Im sure they are much rarer here than the typical D&D game, they are still pretty iconic for the setting, from Narsil and Glamdring to elven cloaks and Sams magic rope.

Thats all I can think of off the top of my head. I appreciate in advance any and all answers. :)

Otaku-sempai
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Re: Newbie questions about the game

Post by Otaku-sempai » Tue Aug 26, 2014 11:59 am

Hi, Steelwind! I've been gaming since the '80s myself and cut my teeth on AD&D (1st Edition).

Wood-elves and Dwarves have some magical abilities available to them. Among Men, so do the Beornings. However, only Beorn and his direct descendents seem to have the Skin-changer ability, and they should not be run as PCs. The High Elves and Rangers of the North are introduced as playable cultures in the upcoming Rivendell sourcebook along with new rules for magical items. I hope that that helps you.
"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."

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zedturtle
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Re: Newbie questions about the game

Post by zedturtle » Tue Aug 26, 2014 12:13 pm

Wow, there's a lot there to unpack and I will let others (with real keyboards) take most of it. But to answer one of your first questions, Culture (not race) provides the majority of your starting character options. A lot of the cultures you mention are not available in official form... The emphasis has been on Wilderland (where Mirkwood, Smaug and The Lonely Mountain are/were). This gives the game a Dark Ages feel, instead of the high Middle Ages/early renaissance feel of most D&D-alikes. That said, High Elves and Rangers are now playable cultures, and Rohan is coming soon.

The One Ring does an excellent job of handling subtle but persistent magic. Most of the cultures have one or two special abilities that they can take to do magic type stuff (including healing) and there are rules (in Rivendell) for magical items. There are also some fan made magic options that attempt to provide more options whilst staying in the framework of the rules/setting.
Jacob Rodgers, occasional nitwit.

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Hermes Serpent
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Re: Newbie questions about the game

Post by Hermes Serpent » Tue Aug 26, 2014 12:43 pm

Might want to try looking at some reviews which generally go into how things work. They'll explain how things are different in The One Ring from other RPG's and give a good idea of the mechanics.

The Cultures currently laid out in the base rules are Bardings from Dale, Beornings from west of the Anduin, Dwarves of the Lonely Mountain, Elves of Mirkwood, Hobbit's of the Shire and Woodmen from Rhosgobel. The Laketown sourcebook adds in Men of the Lake from Esgaroth and some variants of other cultures turn up in Tales and Heart of the Wild. Rivendell has the Noldor Elven culture and adds in Rangers as well.

Due out soon, and probably for pre-order in the next couple of months, is an Adventurers book that has several new cultures (Men of Bree, Dwarves of the Blue Mountains, Men of Gondor for example). A Rohan supplement proper doesn't come out until next year but a playable Rohirrim culture is advertised as being in the Adventurer book.

Flashy magic doesn't form part of the game although some cultures get small magical advantages so no fighter mage types. What you might refer to as magic items have just come out with Rivendell but most aren't very obvious but more in line with the subtle magic inherent in Middle-earth. An example is an Elven cloak, 'A cloak of Elven make, the weave of which magically allows the wearer to blend seamlessly into his surroundings' (a bonus to Stealth tests equal to Wisdom - a variable number between one and 6).

Healing is not available as you know it from that other game. If you get wounded it takes a longish time (weeks) to recover and you do almost everything with a penalty while you heal. Travel in One Ring is the thing that strikes most first time players as very different. Travel is hard and you end up tired out needing to spend time in a safe haven to recover. Combat is fairly abstract and miniatures are not mandatory.

Encounters with NPC's are another important part of the game and full-on roleplaying is encouraged. Doing bad things is discouraged and a mechanism is in place to punish characters who play at odds with the style of Middle-earth.
Some TOR Information on my G+ Drive.
https://drive.google.com/folderview?id= ... sp=sharing
"The One Ring's not a computer game, dictated by stats and inflexible rules, it's a story telling game." - Clawless Dragon

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shipwreck
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Re: Newbie questions about the game

Post by shipwreck » Tue Aug 26, 2014 1:06 pm

Daddy Stabz did a review some years ago that overviews the system and it still holds up well!

https://www.youtube.com/watch?v=8oqkNQ9Epjg

That should give you some ideas about the actual mechanics of the game. Definitely pick up the core book. It's a good read and will answer all of your questions. You won't regret the purchase.
Elfcrusher wrote:But maybe the most important difference is that in D&D the goal is to build wtfpwn demi-god characters. In TOR the goal is to stay alive long enough to tell a good story.

Stormcrow
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Re: Newbie questions about the game

Post by Stormcrow » Tue Aug 26, 2014 1:41 pm

I think a little clarity may be needed for the previous answers, so here's my attempt at answering your questions.
Steelwind wrote:(going as far back as the 80's animated Hobbit movie when I was a kid).
1977!
I've heard most of your characters stats are derived straight from your race at the start and while you pick something of a "class", it actually has very little impact. How exactly does that work?
"Stats," in the sense of the most basic attributes of your character (Body, Heart, Wits), are determined by a combination of your culture ("race") and your background. Each culture presents six backgrounds to choose from, including a set of basic attributes. So, for instance, if I want to play a dwarf of the Lonely Mountain, and I choose the Far Trader background, my basic attributes will be Body 7, Heart 2, Wits 5.

But The One Ring also has what are called favored attributes, which are improved attributes for skills you're especially good at. To determine your favored attributes, you get to add 3 to one attribute, 2 to another, and 1 to another.

Then there are other "stats" like Wisdom and Valour, which are kinda-sorta like saving throws, and are also NPC reaction modifiers, and which you get by spending experience points. There are Hope and Endurance, both of which are based entirely on your culture.
If we do pick up this game, and I know my friends well enough, we are probably looking at a Knight of Gondor, a Ranger, an Elf from Rivendell (with magic?), a Shieldmaiden of Rohan, an Elf Archer (Legolas style), and either a Dwarf or Hobbit (dude likes to play shorties) as characters in our party. Are all of those options available to play?
The cultures available in the core rules are Bardings, Beornings, Dwarves of the Lonely Mountain, Elves of Mirkwood, Hobbits of the Shire, and Woodmen of Wilderland.

Lake-town includes the culture Men of Lake-town.

Rivendell contains the cultures Rangers of the North and High Elves of Rivendell.

Other cultures are likely to be published soon in new supplements.
How does health and healing work in this game? I obviously imagine that there arent holy symbol wielding clerics running around casting cure serious wounds.
There are two main forms of injury: Endurance and Wounds. Endurance points are much like hit points. They represent non-fatal injuries and general fatigue. When your endurance points drop to a certain level, you become Weary, and you roll less well. If your endurance drops to 0, you pass out. Wounds are life-threatening. They slow your rate of healing. If you are Wounded and have 0 endurance points, you are dying.

Healing is mostly natural. At the end of a fight, you can rest and regain some endurance. You can regain endurance even while traveling. Your Wounds heal at a rate depending on your endurance. There are some ways to accelerate healing, but they're relatively rare.
And that leads me into...how does magic work in general? I know that it is much more toned down in Middle Earth, and magic is both rare and more subtle, but it still does exist. Do PCs have any options to utilize it, or is it reserved for the super NPCs like Gandalf? I know the above mentioned player who will likely play the Elf from Rivendell will be particularly interested, as he usually likes to play fighter/mage types (his all time favorite character is a 2E AD&D Elven Bladesinger)
Magic is handled in an ad hoc fashion and as special abilities. Dwarves, for instance, may spend experience points to learn Broken Spells, which include Spells of Opening and Shutting, Spells of Prohibition and Exclusion, and Spells of Secrecy.

Wizards are non-player characters only.
How do magical items work? While Im sure they are much rarer here than the typical D&D game, they are still pretty iconic for the setting, from Narsil and Glamdring to elven cloaks and Sams magic rope.
Magic items are introduced in the Rivendell supplement. In the core rules, you only have certain special items, but the artifacts in the Rivendell book are ancient or obviously magical. Magic items are more complicated than a +1 bonus to something. They have qualities that can be activated as they are used, and they may be cursed due to corruption. The referee doesn't necessarily place the magic items; he creates them ahead of time and when you find a treasure hoard you have a chance of finding one that is specially tailored for your character.

Glorelendil
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Re: Newbie questions about the game

Post by Glorelendil » Tue Aug 26, 2014 2:12 pm

I'm surprised nobody has responded to the "Legolas style" comment. If you mean Legolas of the movies your friend will be sorely disappointed.

Here's one way of thinking about "class" in TOR: there is only one class, and it's closest D&D analogue would be Ranger, without the spells or dual-wielding.

But maybe the most important difference is that in D&D the goal is to build wtfpwn demi-god characters. In TOR the goal is to stay alive long enough to tell a good story.
The Munchkin Formerly Known as Elfcrusher
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shipwreck
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Re: Newbie questions about the game

Post by shipwreck » Tue Aug 26, 2014 3:04 pm

Elfcrusher wrote:But maybe the most important difference is that in D&D the goal is to build wtfpwn demi-god characters. In TOR the goal is to stay alive long enough to tell a good story.
Stoled.
Elfcrusher wrote:But maybe the most important difference is that in D&D the goal is to build wtfpwn demi-god characters. In TOR the goal is to stay alive long enough to tell a good story.

Corvo
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Re: Newbie questions about the game

Post by Corvo » Tue Aug 26, 2014 7:35 pm

Just chiming in to say that, while a "Knight of Gondor" isn't yet available as PC, a Stout-Hearted, Barding Swordmaster is an excellent stand in.
As Francesco said in a old podcast, they are the "knightly type" of the game.

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zedturtle
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Re: Newbie questions about the game

Post by zedturtle » Tue Aug 26, 2014 8:04 pm

Corvo wrote:Just chiming in to say that, while a "Knight of Gondor" isn't yet available as PC, a Stout-Hearted, Barding Swordmaster is an excellent stand in.
As Francesco said in a old podcast, they are the "knightly type" of the game.
Yeah, my PbP PCs are about to visit Dale for the first time after spending a lot of time on the other side of Mirkwood. I can't wait to sell them on early-King Arthur instead of Dark Ages hamlets.
Jacob Rodgers, occasional nitwit.

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