Hardy trait and fatigue tests
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Hardy trait and fatigue tests
Hello, I've some doubt about the use of the "hardy" trait.
Do you think it's correct to invoke this trait to auto-succeed in one fatigue test (travel roll) during a travel?
Do you think the use of this trait should be limited to specific situations and not generically used during travels?
Thanks!
Do you think it's correct to invoke this trait to auto-succeed in one fatigue test (travel roll) during a travel?
Do you think the use of this trait should be limited to specific situations and not generically used during travels?
Thanks!
Re: Hardy trait and fatigue tests
Remember, using a trait to auto succeed means you get no APs. That said, limiting a player to one use of Hardy on each journey is not an unreasonable thing; other LMs have indicated before that they do so.
Jacob Rodgers, occasional nitwit.
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Re: Hardy trait and fatigue tests
In a literal sense it certainly would apply, but there should obviously be some limits. Perhaps 1 use per Journey, as Zed has said, or a slight reduction in Fatigue Test TN.
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.
Re: Hardy trait and fatigue tests
This question has been a source of contention since the rules first came out. I see no reason why someone who is Hardy should not travel without fatigue should he take care—that is, if he invokes his trait for an automatic action. I think the impulse some have to limit his ability to do this has to do with worrying that he is somehow bypassing the system, perhaps that he is not experiencing the full greatness of the journey rules. I don't see that as necessary.
If I were playing a Hardy character and the referee told me I could only invoke an automatic action once per journey, I'd say, "So, I'm not actually all that Hardy, huh?"
A Hardy character who invokes an automatic action during a journey should still roll the feat die to see if he would trigger a hazard; this isn't in the rules, but it makes sense: being Hardy doesn't prevent things from happening to you in the wild. This is just a consequence of the hazard rules being tied to the fatigue rules.
If I were playing a Hardy character and the referee told me I could only invoke an automatic action once per journey, I'd say, "So, I'm not actually all that Hardy, huh?"
A Hardy character who invokes an automatic action during a journey should still roll the feat die to see if he would trigger a hazard; this isn't in the rules, but it makes sense: being Hardy doesn't prevent things from happening to you in the wild. This is just a consequence of the hazard rules being tied to the fatigue rules.
Re: Hardy trait and fatigue tests
I would absolutely allow it, yes. And to that character, once he sees that every adventure phase he misses out on a LOT of opportunity for AP's in movment, might come to a different realization about it.
I might also tell him that TN's of 16 or higher he cannot invoke for auto-success (I believe there is a rules precedent for that, but I'm not sure where).
I might also tell him that TN's of 16 or higher he cannot invoke for auto-success (I believe there is a rules precedent for that, but I'm not sure where).
Rignuth: Barding Wordweaver Wanderer in Southron Loremaster's game.
Amroth Ol'Hir: High Elf Vengeful Kin Slayer in Zedturtle's game.
Jakk O'Malli: Dwarven Orator Treasure-Hunter in Hermes Serpent's game.
Amroth Ol'Hir: High Elf Vengeful Kin Slayer in Zedturtle's game.
Jakk O'Malli: Dwarven Orator Treasure-Hunter in Hermes Serpent's game.
Re: Hardy trait and fatigue tests
Maybe in this cases the trait can be used to lower the TNs one degree (2 point less than the rest of the group).Rocmistro wrote: I might also tell him that TN's of 16 or higher he cannot invoke for auto-success (I believe there is a rules precedent for that, but I'm not sure where).
Re: Hardy trait and fatigue tests
Yes but I believe that's a common, popular and intuitive houserule that has cropped up in the game. I don't think there's a RAW precedent for using a trait to lower a TN.
Rignuth: Barding Wordweaver Wanderer in Southron Loremaster's game.
Amroth Ol'Hir: High Elf Vengeful Kin Slayer in Zedturtle's game.
Jakk O'Malli: Dwarven Orator Treasure-Hunter in Hermes Serpent's game.
Amroth Ol'Hir: High Elf Vengeful Kin Slayer in Zedturtle's game.
Jakk O'Malli: Dwarven Orator Treasure-Hunter in Hermes Serpent's game.
Re: Hardy trait and fatigue tests
I would avoid granting mechanical bonuses based on traits. Their purpose is not to boost what you're good at, but to define your shticks. Someone who has Boating isn't necessarily better at boating than someone who isn't, but boating is his thing; it helps define his character. Someone with Boating can boat routinely without failing, can do boating things that others can't do, and can use his skill at boating to improve himself.Falenthal wrote:Maybe in this cases the trait can be used to lower the TNs one degree (2 point less than the rest of the group).
Likewise, someone who is Hardy can travel and toil routinely without failing, can do traveling and toiling things that others can't do, and can use his ability to travel and toil to improve himself. If a player wants to consider a journey across Wilderland as routine, who am I to say no? Trudging is trudging.
Let's put it another way. Suppose a Hardy character is a wood-cutter. Suppose the player wants the character to work twice as long as his fellows to cut twice the lumber. Suppose the player has reasons to want to ALWAYS do this. The referee says that anyone who wants to work double-shifts at labor like that must roll fatigue tests. Is there any reason why the player couldn't invoke his character's Hardy trait every time for an automatic action? He's Hardy, so he works long hours at his job, without fail. Is there any difference because this isn't part of the journey rules?
Re: Hardy trait and fatigue tests
I think that's an excellent point.Rocmistro wrote:I would absolutely allow it, yes. And to that character, once he sees that every adventure phase he misses out on a LOT of opportunity for AP's in movment, might come to a different realization about it.
Page 95 of the revised rules:Rocmistro wrote:I might also tell him that TN's of 16 or higher he cannot invoke for auto-success (I believe there is a rules precedent for that, but I'm not sure where).
The Loremaster may agree with a Trait invocation to speed
up play, especially if failing at the roll would not lead
to dramatically relevant consequences, or if the action
wasn’t difficult.
I believe that's a natural reaction for many gaming groups to the bit I bolded in the rules above.Falenthal wrote:Maybe in this cases the trait can be used to lower the TNs one degree (2 point less than the rest of the group).
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
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
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Re: Hardy trait and fatigue tests
Thanks for all your ideas gents!
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