Revised Armour House Rules
Posted: Sun Dec 21, 2014 4:19 pm
It seems that a lot of people who read the rules for TOR are left feeling that the armour rules are great in concept- but that the execution, specifically the numbers involved, need tweaking. Clearly I'm one of these, and after pondering the rulebook and reading several threads on the subject I've come up with what I feel is a workable alternative set of rules. My aim has been to make it possible to fight effectively in heavier armour while also making it a bad idea to wear it on long journey.
My proposal is that the Encumberance ratings of armour suits (those with dice of protection) is divided by four, thus giving armour an Encumberance equal to the number of dice of protection it gives. However, this rating is also added to the weight of a character's Travelling Gear, and to the TN of any Travel rolls made. At the GM's option, it can also add to the TN of any other skill tests where armour could be a hinderance- Stealth, Athletics and Hunting are likely to be commonly penalised ones. The Cunning Make quality it clearly overpowered when applied to armour that uses this rule, so I'd suggest that it be revised to reduce the TN increase by one point per level, whilst not affecting the Travelling Gear weight increase (or perhaps the player chooses which to reduce?).
The effect of implementing this houserule is that armour suddenly becomes very, very desirable for combat situations instead of being a hinderance as in the main rules. It doesn't reduce the problems of wearing it when adventuring through thev wilderness, though. Just consider what travelling through Mirkwood with +5 TN to Travel Rolls and an extra 5 fatigue lost per failed roll would be like, and you can see that nobody would ever want to wear the heaviest armour in such a situation.
The characters in the books would wear little or no armour when they travelled through the wilderness- but they always found heavy mail from the nearest armoury and put it on if they were facing a big battle. These rules encourage players to act in the same way- which as I see it is what all rules in TOR should strive to achieve.
My proposal is that the Encumberance ratings of armour suits (those with dice of protection) is divided by four, thus giving armour an Encumberance equal to the number of dice of protection it gives. However, this rating is also added to the weight of a character's Travelling Gear, and to the TN of any Travel rolls made. At the GM's option, it can also add to the TN of any other skill tests where armour could be a hinderance- Stealth, Athletics and Hunting are likely to be commonly penalised ones. The Cunning Make quality it clearly overpowered when applied to armour that uses this rule, so I'd suggest that it be revised to reduce the TN increase by one point per level, whilst not affecting the Travelling Gear weight increase (or perhaps the player chooses which to reduce?).
The effect of implementing this houserule is that armour suddenly becomes very, very desirable for combat situations instead of being a hinderance as in the main rules. It doesn't reduce the problems of wearing it when adventuring through thev wilderness, though. Just consider what travelling through Mirkwood with +5 TN to Travel Rolls and an extra 5 fatigue lost per failed roll would be like, and you can see that nobody would ever want to wear the heaviest armour in such a situation.
The characters in the books would wear little or no armour when they travelled through the wilderness- but they always found heavy mail from the nearest armoury and put it on if they were facing a big battle. These rules encourage players to act in the same way- which as I see it is what all rules in TOR should strive to achieve.