Adventurer's Companion - Speculation
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Re: Adventurer's Companion - Speculation
Figured I'd revive this thread to add another Wish List item: unarmed combat.
No no no...not martial arts, or D&D monks. More like wrestling. Think Tulkas.
I'd love to play a Beorning who didn't use any weapons, just bashed goblin heads together. It might be a little impractical when it comes to trolls, but that's ok. We can't all be good at everything.
That and more options for rock-throwing Hobbits.
No no no...not martial arts, or D&D monks. More like wrestling. Think Tulkas.
I'd love to play a Beorning who didn't use any weapons, just bashed goblin heads together. It might be a little impractical when it comes to trolls, but that's ok. We can't all be good at everything.
That and more options for rock-throwing Hobbits.
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Re: Adventurer's Companion - Speculation
Agreed. Something that often gets a raised eyebrow among my players is the Dagger skill. It's used for everything that is not another weapon, which is, in my opinion, poor design.
I also play the Star Wars rpg from Fantasy Flight Games, and in it, you have the skill Brawl, which includes the use of some small weapons and wrestling. So more among those lines, and more options for unarmed combat and improvised weapons would be nice.
I'd also like to see more Virtues and Rewards, also for the existing cultures. And also more Masteries and Qualities. But too many of these also requires the option to either have more than five of each (as the max Wisdom and Valour now is six) or the option to exchange some for new ones.
-Eirik
I also play the Star Wars rpg from Fantasy Flight Games, and in it, you have the skill Brawl, which includes the use of some small weapons and wrestling. So more among those lines, and more options for unarmed combat and improvised weapons would be nice.
I'd also like to see more Virtues and Rewards, also for the existing cultures. And also more Masteries and Qualities. But too many of these also requires the option to either have more than five of each (as the max Wisdom and Valour now is six) or the option to exchange some for new ones.
-Eirik
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Re: Adventurer's Companion - Speculation
Any speculation as to when this product is coming out or its state of development?
Re: Adventurer's Companion - Speculation
Wouldn't like to hazard a guess, Steve. It is mechanically denser than any of the other products so likely requires more development and more scrutiny/testing and impact analysis with regards to interaction with current and future mechanics. There's lots of work there.
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: Adventurer's Companion - Speculation
I heard that due to the mechanical testing needed it had slipped to after some of the other material that had been mentioned. Other stuff is likely to be released before the book. Maybe the Maps supplement and possibly the Ronan book.
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
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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Re: Adventurer's Companion - Speculation
I think that the Adventurer's Companion has slipped behind Horse-lords of Rohan; Journeys & Maps is anyone's guess.bigsteveuk wrote:Any speculation as to when this product is coming out or its state of development?
"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."
Re: Adventurer's Companion - Speculation
I’d like to see the rule about changing the allegiance, second nationality or the like. Say small woodmen clan or border village decided to follow Beorn or the other way around. If a player, originally from the Anduin vales during the passing years of the game decides to settle in Dale or Esgaroth and becomes a subject of local authority, etc. a mechanical rule or undertaking could be interested having bigger impact than Standing or titles. I know there are already a new title, holding undertaking or changing traits rules. I am an immigrant myself and after half of my life spent abroad I surely developed some or gained access to qualities or mysteries foreign to my ancestors and my upbringing but native to the culture I settled in
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Re: Adventurer's Companion - Speculation
You just made be cry a little bit, I hope your happy...I think that the Adventurer's Companion has slipped behind Horse-lords of Rohan; Journeys & Maps is anyone's guess.
- Indur Dawndeath
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Re: Adventurer's Companion - Speculation
I'm looking most forward to the expanded rules for generational play. I hope they will fix the need for inventing extra benefits. I hope it will arrive before I lose a companion in my game!!
Hope, hope
Hope, hope
One game to rule them all: TOR
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Re: Adventurer's Companion - Speculation
Besides what I posted back in the day about the various houses of the Dwarves, I want to add that the LotR Appendices directly contradicts the above statement. I cite Appendix A (iii) - Eriador, Arnor, and the Heirs of Isildur (relevant part bolded for emphasis):Stormcrow wrote:The dwarves of the Blue Mountains in the Third Age are of Durin's folk. No dwarves remained in the Blue Mountains when Belegost and Nogrod were destroyed.
And in part III, Durin's Folk:'At its greatest Arnor included all Eriador, except the regions beyond the Lune, and the lands east of Greyflood and Loudwater, in which lay Rivendell and Hollin. Beyond the Lune was Elvish country, green and quiet, where no Men went; but Dwarves dwelt, and still dwell, in the east side of the Blue Mountains, especially in those parts south of the Gulf of Lune, where they have mines that are still in use. For this reason they were accustomed to pass east along the Great Road, as they had done for long years before we came to the Shire.'
I would also point to Appendix B, The Tale of Years, and the entry for the year 40 of the Second Age:After the end of the First Age the power and wealth of Khazad-dûm was much increased; for it was enriched by many people and much lore and craft when the ancient cities of Nogrod and Belegost in the Blue Mountains were ruined in the breaking of Thangorodrim.
So since the awakening of the Naugrim, not only were there always Dwarves in the southern Blue Mountains, but from the year 40 of the Second Age to the fall of Moria, not all of the Dwarves of Khazad-dûm were Durin's Folk. Some were the survivors and descendants of Nogrod and Belegost.Many Dwarves leaving their old cities in Ered Luin go to Moria and swell its numbers.
"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."