That's certainly a consideration.Falenthal wrote:If you add new rules to easy the difficulty of travels, but don't compensate otherwise, there's the danger of making this part of the game too easy.
Great/Extraordinary Success while Traveling
Re: Great/Extraordinary Success while Traveling
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
Re: Great/Extraordinary Success while Traveling
I see, and agree that there could be some content there that could add weight to the adventure.Majestic wrote:But then let's say somebody got an extraordinary success on their Fatigue test. It just seems a waste to tell them "You plowed through that leg of the journey excellently!", but giving them no other (game mechanic) reward otherwise.
So, your group only generated one success die, and they did very well with their fatigue tests. What did you do with that information in this particular instance? (I am a new TOR player myself... As is likely fairly obvious to you all ;D)
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Re: Great/Extraordinary Success while Traveling
And another "reward" for the Tengwars can...and should be...just narrative opportunity. "While my companions struggle through the muck, I run along branches and hop from log to log, mocking them with songs I make up about lumbering trolls. But I also start dinner cooking for them before they get to camp."
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Re: Great/Extraordinary Success while Traveling
I agree. This has been enough for my players. If you did anything else, I'd make it a relatively small bonus. Maybe if someone got an extraordinary success, they could add another success die to a failed players roll or let them reroll a die or something along those lines.Elfcrusher wrote:I guess the answer is: they always have the potential of granting AP. And maybe that should be enough.
I also heartily approve of this.Elfcrusher wrote:And another "reward" for the Tengwars can...and should be...just narrative opportunity. "While my companions struggle through the muck, I run along branches and hop from log to log, mocking them with songs I make up about lumbering trolls. But I also start dinner cooking for them before they get to camp."
I smashed down the light and dared Valinor
I smashed down the light, revenge will be mine
I smashed down the light, revenge will be mine
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Re: Great/Extraordinary Success while Traveling
This issue came up many times within my group, players keep asking for bonuses when they roll Tengs...
No big deal for me, I consider traveling already too easy (damn honey cookies!), and am eager to test the new revised rules, which would be in the next campaign.
But an option might be to revive those "old" bonuses, like granting 1 day less for extraordinary success or lowering TN for the next roll the hero takes.
Just ideas, not straying too much from "official" rules...
No big deal for me, I consider traveling already too easy (damn honey cookies!), and am eager to test the new revised rules, which would be in the next campaign.
But an option might be to revive those "old" bonuses, like granting 1 day less for extraordinary success or lowering TN for the next roll the hero takes.
Just ideas, not straying too much from "official" rules...
Re: Great/Extraordinary Success while Traveling
That was certainly what I think Elfcrusher, and me, were referring to in the initial couple of posts. With the revised rules the preliminary rolls are aligned to how things work with bonus Battle dice in combat and also additional dice for Encounters so people could use the following from the old rules to 'buy' with great and extraordinary successes:PipeSmoker wrote:But an option might be to revive those "old" bonuses, like granting 1 day less for extraordinary success or lowering TN for the next roll the hero takes.
I'd change (3) to just reducing the TN of the next Travel roll not them all. Also, perhaps one of the above could just be for extraordinary successes; which is largely the best in most circumstance that could arise? I'd say (2), and also if you change the nature of (3) then (2) would always be the better option so maybe it is better off just applying to extraordinary successes.Successful Lore Roll Options
1. Reduce the length of the journey by one day (to a minimum of one).
2. Allow one character to automatically pass one Fatigue test.
3. Reduce the TN of all Travel rolls made by one character by one level, (eg. from moderate to easy).
So...
... Adopting these are going to make Fatigue tests a lot less, well, fatiguing so I think LMs would need to decided whether they are suitable for their own particular circumstances.On a Fatigue test, when the player-hero succeeds with a Great or Extraordinary success, they may elect to apply one of the following:
1. Reduce the length of the journey, or this leg, by one day (to a minimum of one).
2. Reduce the TN of their next Fatigue test made by one character by one level (eg, from moderate to easy).
3. Allow their character to automatically pass their next Fatigue test. This final option may only be selected if the player-hero achieves an Extraordinary success.
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
Re: Great/Extraordinary Success while Traveling
My latest instance was perhaps not the best example for this, as it was the final part of the Adventuring Phase for "The Marsh-Bell" (which if you look, they give you the A-OK to handwave the trip home at the end).HotSnow50 wrote:I see, and agree that there could be some content there that could add weight to the adventure.Majestic wrote:But then let's say somebody got an extraordinary success on their Fatigue test. It just seems a waste to tell them "You plowed through that leg of the journey excellently!", but giving them no other (game mechanic) reward otherwise.
So, your group only generated one success die, and they did very well with their fatigue tests. What did you do with that information in this particular instance? (I am a new TOR player myself... As is likely fairly obvious to you all ;D)
In my game, though, I wouldn't say "they did very well with their fatigue tests". I think one player got an extraordinary result is all.
[Late edit: and being as there were no Hazards triggered, we moved through this segment pretty quickly]
Tale of Years for a second, lower-level group (in the same campaign).
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