Glorelendil wrote:Factoring party size into the threshold basically counters the starting value, which sort of means that we would have two mechanics that cancel each other. In other words (and ignoring Noldor and Rangers for a moment) all we are doing is raising both the starting value and the threshold by equivalent amounts. We might as well just fix the thresholds as constants and reduce all cultural modifiers by 1, so that the rule is "Starting Eye Awareness is equal to zero, +1 per Ranger, +2 per Noldor, and -1 per Hobbit." We end up with the same gap between starting value and threshold, with simpler rules.
I think that's a really nice alteration. Love the idea that Hobbits actually
actively reduce Eye Awareness. Very fitting to the literature. It's also a simple alteration that just alters the number of an already existing piece of the RAW.
Glorelendil wrote:When I first considered including party size in the equation my concern was that larger parties should attract more attention. But I think that is accomplished without trying to adjust either starting value or threshold: the gap itself will be closed faster because a larger party will roll more Saurons.
The challenge for this mechanic, whether RAW or not, is that it needs to accommodate novice parties to experienced parties, small groups to large groups, and free lands to shadow lands. Which raises the question: for every combination of those variables, what is a reasonable number of Saurons between Revelation Episodes? It seems to me the way to approach this design problem is to first answer that question, and then determine the mechanics.
However, we still need a way to address that case of "permanent hunt threshold", unless the solution to the above makes that case impossible. If the threshold is T, and our fellowship's starting score S is equal to T + 6, then the rule "every time somebody rolls a Sauron something bad happens" doesn't feel very satisfying to me. For one thing it puts a burden on the LM to come up with a crisis for every Sauron, for another it kind of spoils the tension of watching that number creep closer to the threshold, and finally it doesn't scale past parity. That is, a starting score 10 over the threshold is no worse than being right at the threshold.
I'm mulling over some ideas, but I'll refine them first and then maybe start a thread in house rules. In the meantime I'd be interested in other people's suggestions.
I think you still need the feel of, how you've put it, "creeping towards the threshold". I think that's a game mechanic that leads to in-game tension, even if it's from a meta-game perspective; such things aren't always bad - a little player knowledge seeping into character actions/perceptions can often be used in a good way to support RPing opportunities and the like.
As you've said, more PCs mean that more EYEs will be rolled so based on the RAW that gap between threshold and starting Eye Awareness will be closed far sooner but their Eye Awareness will be higher. If you want the gap to be proportional to group size then you need either a quick fix like has been suggested above where the Threshold factors in group size as part of its calculation. It complicates it a little (ie, it's not a static number based on Region) but it does give you that variation.