koblih123 wrote:
1) I play with group of 2 PC ( I know that it's not best but..) and if we have ENCOUNTER they actually most of time can't fail due to tolerance. Am I understand it right if I say, that if the tolerance is for examplesat as 3, you need to fail 3 rolls to fail the ENCOUNTER ??
Yes, but there are two ways of interpreting that failure:
"Low Stakes Version": Exceeding Tolerance simply means that no more successes may be accumulated: the person may be bored, busy, has all the information he wants, or simply has made up his mind and is happy to keep talking, but you're not going to influence him anymore. However, the heroes still "keep" the successes they've rolled so far. In these encounters the heroes may as well keep rolling until they fail.
"High Stakes Version": Exceeding tolerance triggers a negative reaction. The person might fly into a rage, or think poorly of the heroes from then on, or not give them an important piece of advice, or even attack them. In this outcome it doesn't necessarily mean they heroes have lost their accumulated successes, but it might. In these encounters the heroes have to gamble a little bit once they get close to Tolerance (if the LM even tells them what the number is!) because one bad roll too many could turn victory in failure.
2) If PC succeed in ambush, are they holding an initiative?? Because they start to attack and that's considered that the NPC holding it ?
As mentioned in the other thread, succeeding in an Ambush gives you an opening Volley
and you win initiative.
3) I couldn't find how many times you are allowed to fail in prolonged actions to fail completely. Can you bring the light to it pls ?
I can't help you here; I'd like some insight on prolonged actions as well.
If you just let them keep rolling until they get all the successes one penalty for bad rolls might be increasing Eye Awareness, but only if you have the Rivendell supplement and are using the Eye of Mordor rules found therein.
4)That's the main question.
We've done the adventuring phase which was about 5 days long (just a task from beorning, without planed journey (no fatigue roll) and now they returned to him with task completed) and said
they want to manage some thing in town and etc.
Therefor should I set the Fellowship phase for them ?? And they are near the Beorn's house (It's not their sanctuary) and they can just go home (Group: beorning, hobbit) to beornings land and to the Shire or go to some sanctuary they have.
Do this sanctuary has to be quite near the place they are now or not ?
And than, they want to go to some place they don't have as sanctuary... and so my question is, can they go where they want and start some adventuring phases here ?? or Do I have to do some adventure to bring them there ??
Thx very much for all explanations, answers and suggestions.

Technically, yes to all of the above. But it sounds like your "adventure" would be more appropriate as a first scene in a bigger adventure. Adventure Phases in TOR are meant to take weeks or months, and Fellowship Phases should represent significant breaks in between.
The part about being able to go home, regardless of distance, without using Journey rules is supposed to represent the fiction, not the rules. That is, by definition you are not having an adventure, you are just going home, so you don't need to make all the Journey rolls. Think of Bilbo returning to the Shire after the Erebor Quest: the Wilderland was still dangerous, but the story was over. Or the 4 Hobbits returning to the Shire at the end of LOTR: they thought their adventure was over (spoiler: it wasn't), but the journey back to the Shire wasn't part of the story so it wasn't really described.
If it makes you feel better as the LM, definitely feel free to embellish some details about those sorts of Fellowship Phases travels. Or, better yet, ask your players to describe how the Journey goes, because remember: the Fellowship Phase is when
they get to tell the story.
Hope that helps.