Traits - prolonged tasks

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Falenthal
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Re: Traits - prolonged tasks

Post by Falenthal » Thu Apr 23, 2015 1:25 pm

Glorelendil wrote:Hrmmm...the player rules for traits only talk about "succeeding at a task" but the LM rules (p 212) pretty explicitly tie AP to "rolls".
That's a good catch.
Haven't had a problem with Trait abuse in my table, and I don't think I will knowing my players. But in this particular case, I would allow two invocations of two different (but related) Traits. As said, this way specialitation wouldn't be punished.

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Re: Traits - prolonged tasks

Post by Glorelendil » Thu Apr 23, 2015 1:33 pm

Falenthal wrote:But in this particular case, I would allow two invocations of two different (but related) Traits. As said, this way specialitation wouldn't be punished.
Given the rules' insistence on the LM's authority, especially in the "Trait Etiquette" sidebar, I think you're entirely within RAW by using this sort of guideline. An LM's adjudication will seem less arbitrary if the players understand the framework.
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Lorimez
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Re: Traits - prolonged tasks

Post by Lorimez » Thu Apr 23, 2015 2:14 pm

My players have come up with three variants we intend to discuss.

Option 1:

Auto succeed on one trait use per "scene" but lowered TN when using the trait and not looking for a trait success on the skill line.

Option 2:

Auto succeed on one trait use per "scene" but allowed to re-roll the 12 sided dice when not looking for a trait success on the skill line

Option 3:

Auto succeed on one trait use per "scene" and allowed to "fix" the twelve sided dice to an 8 when not looking for a trait success on the skill line.

Like the idea that those with traits gain some benefit when not using it for a skill or automatic success. Ties in with why their character might be slightly better at those events.

Discussion tonight! :D
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Majestic
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Re: Traits - prolonged tasks

Post by Majestic » Thu Apr 23, 2015 5:12 pm

My intent has always been one success per trait per scene, but I see how I didn't make that clear enough (and need to rewrite my house rule).

The issue came up for us when one of our Elves wanted to use Nimble for a prolonged action multiple times as he climbed up a difficult thirty-foot high wall (which in the adventure asked for three successful Athletics tests). While I agree with those that have said they want to encourage Trait usage, it did strike me as a little bit abusive to just say "I'm going to invoke Nimble three times" or "I'll just invoke my Hardy Trait for all four rolls".
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Falenthal
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Re: Traits - prolonged tasks

Post by Falenthal » Thu Apr 23, 2015 8:03 pm

Majestic wrote:While I agree with those that have said they want to encourage Trait usage, it did strike me as a little bit abusive to just say "I'm going to invoke Nimble three times" or "I'll just invoke my Hardy Trait for all four rolls".
I understand your point of view, and in part think the same.
But also, I prefer to value that this character won't gain any AP. In fact, if he rolled, he could even gain all three Movement points just with this action: 1 for the first succeed, 2 for the second by just applying his Nimble Trait, and if he was lucky to roll a 6 in the third test, applying the Nimble Trait again. To say the least, with two successes he could gain the first and second AP.
By invokint the Trait three times, he doesn't gain anything other than succeeding at a task with no remarkable consequences. Because if the consequences were of uttermost importance, then autosucceeding with Traits shouldn't be allowed as per RAW.

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Re: Traits - prolonged tasks

Post by Glorelendil » Thu Apr 23, 2015 8:42 pm

Falenthal wrote:
Majestic wrote:While I agree with those that have said they want to encourage Trait usage, it did strike me as a little bit abusive to just say "I'm going to invoke Nimble three times" or "I'll just invoke my Hardy Trait for all four rolls".
I understand your point of view, and in part think the same.
But also, I prefer to value that this character won't gain any AP. In fact, if he rolled, he could even gain all three Movement points just with this action: 1 for the first succeed, 2 for the second by just applying his Nimble Trait, and if he was lucky to roll a 6 in the third test, applying the Nimble Trait again. To say the least, with two successes he could gain the first and second AP.
By invokint the Trait three times, he doesn't gain anything other than succeeding at a task with no remarkable consequences. Because if the consequences were of uttermost importance, then autosucceeding with Traits shouldn't be allowed as per RAW.
But this logic also removes all incentive to roll dice in any category where all three AP are checked off.
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Falenthal
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Re: Traits - prolonged tasks

Post by Falenthal » Fri Apr 24, 2015 9:12 am

Glorelendil wrote: But this logic also removes all incentive to roll dice in any category where all three AP are checked off.
The thing is, players can't always choose whether to use their Traits or to roll. If the difficulty is high or the test is important, they can't choose to use a Trait. So rolling is still a must in most situations, even when all three APs are checked off and the player doesn't want to risk a failure.

Remember also that rolling allows for extra successes that can help the entire group, like during an encounter, when checking for surprises in an ambush, or when doing an extended task that needs several successes.

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Majestic
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Re: Traits - prolonged tasks

Post by Majestic » Fri Apr 24, 2015 5:20 pm

Falenthal wrote:Remember also that rolling allows for extra successes that can help the entire group, like during an encounter, when checking for surprises in an ambush, or when doing an extended task that needs several successes.
I get where that's spelled out for combat (surprise), but where does it say that one can help another with extra successes in Encounters or for a Prolonged Action? (other than by giving them one of your dice from a Preliminary Roll?)
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Falenthal
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Re: Traits - prolonged tasks

Post by Falenthal » Fri Apr 24, 2015 5:52 pm

Majestic wrote:
Falenthal wrote:Remember also that rolling allows for extra successes that can help the entire group, like during an encounter, when checking for surprises in an ambush, or when doing an extended task that needs several successes.
I get where that's spelled out for combat (surprise), but where does it say that one can help another with extra successes in Encounters or for a Prolonged Action? (other than by giving them one of your dice from a Preliminary Roll?)
Oh, not directly, but the whole group benefits from getting two or three successes with a single roll.

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Re: Traits - prolonged tasks

Post by Majestic » Fri Apr 24, 2015 6:45 pm

Oh yes, definitely.

I think once or twice I've used the rules as one does for an Ambush with some other test, and allowed one character's extraordinary result to benefit another character's roll (making up for their failure), as it's a cool mechanic.
Adventure Summaries for my long-running group (currently playing through The Darkening of Mirkwood/Mirkwood Campaign), and the Tale of Years for a second, lower-level group (in the same campaign).

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