Hope

Adventure in the world of J.R.R. Tolkien’s The Lord of the Rings. Learn more at our website: http://www.cubicle7.co.uk/our-games/the-one-ring/
Falenthal
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Re: Hope

Post by Falenthal » Sun Dec 21, 2014 12:46 pm

Falenthal wrote: What I was doing wrong is that I didn't allow an already Weary character to delete the status when removing a helm during combat. I thought even in this situation, the rule about recalculating Fatigue only after a rest, applied.

Ooooops,I found this in the Revised Rules!!
p.177
Removing a Helm
Warriors fighting in a full helm enjoy better protection,
but suffer from its rather hefty Encumbrance rating. Unlike
the rest of the equipment making up a hero’s gear of war,
some relief can be found if a fighter takes the time to drop
the helm and take a breath of fresh air.

• A character involved in combat wearing a helm can
remove it when his turn to act comes, as a free action.
Removing a helm causes the hero to lower his Fatigue
score by 3 points (and, of course, to lose the helm’s
Protection bonus).

Players should note that a character that is already Weary
doesn’t gain anything from lowering his Fatigue score
(as
Weariness is normally removed only after a prolonged
rest – see page 132 for details).

zedturtle
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Re: Hope

Post by zedturtle » Sun Dec 21, 2014 12:47 pm

Falenthal wrote:Robin, THAT'S AN EXCELLENT SUMMARY!!

Majestic's right in that it should include the part about the Fellowship Focus, but otherwise amazing.

What I was doing wrong is that I didn't allow an already Weary character to delete the status when removing a helm during combat. I thought even in this situation, the rule about recalculating Fatigue only after a rest, applied.
You're not wrong, page 177 of the revised rulebook explictly says that removing a helm doesn't restore a character who is Weary. This means removing a helm is always a matter of timing and guesswork.

Edit: looks like you found it too.
Jacob Rodgers, occasional nitwit.

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Glorelendil
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Re: Hope

Post by Glorelendil » Sun Dec 21, 2014 3:32 pm

Robin Smallburrow wrote: Finally, Hope can be increased and fully recovered with the acquisition of the Confidence Mastery Virtue. It would be most wise to wait to acquire Confidence when your Hope pool is nearly depleted, as it maximizes the restoration quality.
Note that Beli the Dwarf, in the pregen characters in the rule-book, took Confidence as his very first virtue.

Real head-scratcher there.
The Munchkin Formerly Known as Elfcrusher
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Majestic
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Location: Seattle, Washington

Re: Hope

Post by Majestic » Mon Dec 22, 2014 6:32 am

Glorelendil wrote:
Robin Smallburrow wrote: Finally, Hope can be increased and fully recovered with the acquisition of the Confidence Mastery Virtue. It would be most wise to wait to acquire Confidence when your Hope pool is nearly depleted, as it maximizes the restoration quality.
Note that Beli the Dwarf, in the pregen characters in the rule-book, took Confidence as his very first virtue.

Real head-scratcher there.
Yeah, now that I understand how Hope works, I can see how amazing taking Confidence could be later on in an adventurer's career.
Tale of Years for a second, lower-level group (in the same campaign).

Woodclaw
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Re: Hope

Post by Woodclaw » Mon Dec 22, 2014 12:31 pm

Glorelendil wrote:
Robin Smallburrow wrote: Finally, Hope can be increased and fully recovered with the acquisition of the Confidence Mastery Virtue. It would be most wise to wait to acquire Confidence when your Hope pool is nearly depleted, as it maximizes the restoration quality.
Note that Beli the Dwarf, in the pregen characters in the rule-book, took Confidence as his very first virtue.

Real head-scratcher there.
That's one of the reasons I prefer to build my own pregen for my demo games, every now and then you find yourself asking why the authors do things in a certain way.
"What is the point of having free will if one cannot occasionally spit in the eye of destiny?" ("Gentleman" John Marcone)

zedturtle
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Re: Hope

Post by zedturtle » Mon Dec 22, 2014 12:43 pm

That's not a bad trait for a dwarf to take, Even if you are not going for the "powered by the Dark Side" approach, since they have such a little hope.

It's just that end or mid game thing to take not a first out of the gate thing to take
Jacob Rodgers, occasional nitwit.

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Woodclaw
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Location: Como, Italia

Re: Hope

Post by Woodclaw » Mon Dec 22, 2014 2:05 pm

zedturtle wrote:That's not a bad trait for a dwarf to take, Even if you are not going for the "powered by the Dark Side" approach, since they have such a little hope.

It's just that end or mid game thing to take not a first out of the gate thing to take
True, considering the dwarf low Hope score, but the feeling of wasted potetial is still lingering.
"What is the point of having free will if one cannot occasionally spit in the eye of destiny?" ("Gentleman" John Marcone)

Arkat
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Re: Hope

Post by Arkat » Mon Dec 22, 2014 6:53 pm

Robin's excellent summary lacks one thing: the rules for regaining endurance while travelling. Each day on the road people with untreated wounds regains nothing, characters with treated wounds regain 1 point and the unwounded regain 2.

HalifaxDM
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Joined: Tue Nov 25, 2014 7:10 pm

Re: Hope

Post by HalifaxDM » Tue Jun 09, 2015 11:50 pm

Robin Smallburrow wrote:Second, Hope may be restored via hopeful actions. Hopeful actions are things that would obviously bolster spirits in remarkable and meaninful ways. Succeeding against an overpowering enemy, for example, or producing arts or other memories of "home" when otherwise feeling miserable are both illustrations of hopeful actions. Recovering a point of Hope in this method may be introduced by either players or the Loremaster, but may only be approved by the Loremaster. As a guideline, this should be disallowed unless half or more of the Fellowship
are within their Miserable rating.
Thanks, this summary is useful, but I was hoping you could point me out to the section of then rulebook that references hopeful actions. I would like to read more into it and cannot locate the reference.

zedturtle
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Joined: Sat Mar 22, 2014 12:03 am

Re: Hope

Post by zedturtle » Wed Jun 10, 2015 12:24 am

HalifaxDM wrote:
Robin Smallburrow wrote:Second, Hope may be restored via hopeful actions. Hopeful actions are things that would obviously bolster spirits in remarkable and meaninful ways. Succeeding against an overpowering enemy, for example, or producing arts or other memories of "home" when otherwise feeling miserable are both illustrations of hopeful actions. Recovering a point of Hope in this method may be introduced by either players or the Loremaster, but may only be approved by the Loremaster. As a guideline, this should be disallowed unless half or more of the Fellowship
are within their Miserable rating.
Thanks, this summary is useful, but I was hoping you could point me out to the section of then rulebook that references hopeful actions. I would like to read more into it and cannot locate the reference.
This was written before the split in the forum between House Rules and rules-as-written. I think that Robin was proposing a House Rule, not referencing anything that is in the rules explicitly.

I don't think it's a bad idea, just one that has to be carefully managed... heroes should feel a little bit of pain when they spend Hope (but not too much, because then they'll never do it... and you need them to spend Hope on occasion).
Jacob Rodgers, occasional nitwit.

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