Ranger's Hope/ Noldor Shadow Skill

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Falenthal
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Re: Ranger's Hope/ Noldor Shadow Skill

Post by Falenthal » Sun Jul 12, 2015 7:04 pm

I must admit I haven't got any High Elf or Ranger in my table, and I don't plan to allow it in our Mirkwood campaign (I like the idea of the heroes defending their own hometowns, relatives, etc.).

But also, at first sight, I'm not quite happy with the special rules applied to the new cultures. I'm not talking mechanically, but specially thematically. I don't see those cultures the same way Francesco does, apparently.

As said, not having any player with them, I've made just an approach at house ruling both.

I made slight changes to the Attribute scores (very minimum), raised the initial number for the common skills, but lowered the free points (from 14 to the usual 10). Also the initial weapon skills were focused: instead of three weapon with 2/1/1, I gave them two weapons with 2/2.

Related to the question about how to remove Shadow/recover Hope, I only changed the mechanic for the High Elves, which I don't like and don't quite understand flavour-wise:
Now, whenever a High Elf can reduce his Shadow score, he just reduces half (rounding up) points.

This way I consider that the Rivendell elves need to play music, sing song and compose poetry (Use Song for Heal Corruption Undertaking) double as any other culture.
Not that hobbits would ever acquire quite the Elvish appetite for music and poetry and tales. They seem to like them as much as food, or more.

Rich H
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Re: Ranger's Hope/ Noldor Shadow Skill

Post by Rich H » Tue Jul 14, 2015 8:19 am

Funny how these things have a habit of cropping up. I raised the same question in a thread not too long ago:
Rich H wrote:Appreciate this thread has run its course but recently I swapped out a Ranger for a Beorning in my Darkening of Mirkwood campaign. The player has only played a Woodman before in TOR, and only for a few sessions, but it was quite evident after just a session of play using the Ranger that a more experienced set of hands was needed to RP one of the Dunedain - the main challenge stemming from the lack of access to the Fellowship Pool in order to use as a resource but also, significantly, to replenish one's own Hope. This is a massively significant element of play and is something that I suspect is challenging even for a veteran player. It is only compounded further if the character is away from their lands where undertakings are available to support their dwindling Hope.
With a selection of replies:
Glorelendil wrote:
Rich H wrote: This is a massively significant element of play and is something that I suspect is challenging even for a veteran player.
I wouldn't call myself a veteran but I'm experiencing exactly this.
Seosaidh wrote:
Rich H wrote: Even if it isn't actual table time, G, I think you understand and get a lot of what the system is doing and the how many of the elements of it interact, etc. I would be interested in how people are finding the Rangers in play as I haven't had the opportunity to do so and likely won't for quite some time.
I've been running a face-to-face game. It has been rather erratic as far as when we meet, and we have only had 3 sessions spanning the Marsh Bell and Don't Leave the Path. I (perhaps foolishly) allowed the two races from Rivendell, and one player chose a Dunedain and another chose a High Elf. The Dunedain's player has been complaining about how it isn't fair that she can't draw from the Fellowship Pool, and doesn't think that she gets enough in return. Granted, since only 3 sessions have been completed, the full complement of Virtues and Rewards has not opened up yet, but just some food for thought. Part of the problem may be compounded by the fact that I have too many players (6!), and so just about all roles can be covered by the other races, even if each player specializes, and the Dunedain's player did not specialize. I also don't think that the player has a good grasp on why her character is East of the Misty Mountains.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

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Rich H
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Re: Ranger's Hope/ Noldor Shadow Skill

Post by Rich H » Tue Jul 14, 2015 8:23 am

Has anyone played for long enough that the different XP costs for weapons skills, Wisdom and Valour have come into play? Rangers and High Elves start with 4 or 6 more 'previous experience' points respectively than the Wilderland cultures but have a different scale when spending in-game XP. I suspect that the initial points advantage is going to get chewed up in a short space of time, three or so adventures probably, so has anyone found that Rangers and High Elves end up being less capable than 'lesser' cultures what with this and their limitations or do their strong Virtues (things like Rumour of the Earth) really help to shape play?
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

Indur Dawndeath
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Re: Ranger's Hope/ Noldor Shadow Skill

Post by Indur Dawndeath » Tue Jul 14, 2015 9:47 pm

I think you are all forgetting that these two new races have something that no amount of XP, Valour or Wisdom can buy: Higher Basic Attributes.
So combined with extra XP there really must be a significant drawback!
However, I don't understand the 4 weapon skills. I would seriously consider giving the players the option to use the 2 extra XP's differently, and not force them to have a useless weaponskill, that they will even not carry with them, because of the encumbrance...

Cheers
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Rich H
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Re: Ranger's Hope/ Noldor Shadow Skill

Post by Rich H » Tue Jul 14, 2015 9:53 pm

Indur Dawndeath wrote:I think you are all forgetting that these two new races have something that no amount of XP, Valour or Wisdom can buy: Higher Basic Attributes.
Not really, I'm well aware. Basic Attributes only come into play when you spend Hope which for a Ranger (and even a High Elf when their Shadow is high) is, well, you get the idea...
Indur Dawndeath wrote:So combined with extra XP there really must be a significant drawback!
... And the small amounts of bonus XP are quickly negated by the increased XP cost table for these two cultures in any campaign of even a short(ish) length.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

Indur Dawndeath
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Re: Ranger's Hope/ Noldor Shadow Skill

Post by Indur Dawndeath » Tue Jul 14, 2015 10:05 pm

Rich H wrote:
Indur Dawndeath wrote:I think you are all forgetting that these two new races have something that no amount of XP, Valour or Wisdom can buy: Higher Basic Attributes.
Not really, I'm well aware. Basic Attributes only come into play when you spend Hope which for a Ranger (and even a High Elf when their Shadow is high) is, well, you get the idea...
Indur Dawndeath wrote:So combined with extra XP there really must be a significant drawback!
... And the small amounts of bonus XP are quickly negated by the increased XP cost table for these two cultures in any campaign of even a short(ish) length.
I disagree!
You get extra hope from Heart in addition the Endurance. You heal more after each prolonged rest...
You get Parry from Wits
You get Damage from Body, you resist the plague better, you have a better chance at beating Bombur the fat in an eating contest...

EDIT*
And the better you get the less you need Hope. All my players have been burning Hope on the first sessions, but get much more comfortable after a little Experience. Dunedain and Noldo start from a better level and thus need the Hope less, to stat with...
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Rich H
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Re: Ranger's Hope/ Noldor Shadow Skill

Post by Rich H » Tue Jul 14, 2015 10:22 pm

Indur Dawndeath wrote:You get extra hope from Heart in addition the Endurance. You heal more after each prolonged rest...
You get Parry from Wits
You get Damage from Body, you resist the plague better, you have a better chance at beating Bombur the fat in an eating contest...
That's true and those are good points. However... Hope is high for Rangers but they are restricted in their usage and High Elf Heart is only 3 to 5 so that's hardly a benefit. Endurance-wise, High Elves are on about a par with Dwarves which is the high end, yes, but still within the usual parameters. Wits for a Ranger aren't great so Parry isn't increased beyond the usual parameters of lesser races either and is actually at the mid to lower end. This all really depends on how you play the game. A lot of what you've mentioned above are valid for combat related activities but are less important outside of that, so if you play a combat-centric game then I can see how these elements carry more weight for you than general Hope usage; I'd likely place a higher value on them if this was the case in my games. For me, things like being able to spend Hope, how that interacts with Shadow levels, and increasing Wisdom are more important for my games and with the more costly XP this is impacted, especially when High Elves and Rangers are still restricted to having a Wisdom/Valour spread of 2/1; those extra bonus points at character gen can't be used on those so they'll start to lag behind the other races.
Last edited by Rich H on Tue Jul 14, 2015 10:48 pm, edited 4 times in total.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

Rich H
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Re: Ranger's Hope/ Noldor Shadow Skill

Post by Rich H » Tue Jul 14, 2015 10:37 pm

Falenthal wrote:As said, not having any player with them, I've made just an approach at house ruling both.

I made slight changes to the Attribute scores (very minimum), raised the initial number for the common skills, but lowered the free points (from 14 to the usual 10). Also the initial weapon skills were focused: instead of three weapon with 2/1/1, I gave them two weapons with 2/2.
Barring your actual numbers for Common Skills and Attributes, I've done exactly the same with my rough notes on the subject! And, like you, I've not had reason to develop further on account of where my own campaign is currently at.
Falenthal wrote:Related to the question about how to remove Shadow/recover Hope, I only changed the mechanic for the High Elves, which I don't like and don't quite understand flavour-wise:
Now, whenever a High Elf can reduce his Shadow score, he just reduces half (rounding up) points.
I quite like this idea. I've been mulling over a 'Fading of the Elves' mechanic but at the moment its just like another version of the Calling weaknesses/traits so it isn't something I'm enamoured with. You have a nice simple change here and it places focus on developing Song like you state, which I do like.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

Angelalex242
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Re: Ranger's Hope/ Noldor Shadow Skill

Post by Angelalex242 » Wed Jul 15, 2015 1:09 am

Well...

All I can do is tell you how I built my high elf in the game I play on Sundays.

I started him with weapon 3, and more common skills. I was going for Warrior Diplomat. It worked. He is indeed both warrior and diplomat. I sometimes question my decision to not start weapon 4, given the XP costs, but the common skills have pulled their weight well.

I started him off Valor 1 Wisdom 2, with Skill of the Eldar. Which is, incidentally, one of the best AP feeders in the game because it makes every G rune a great success.

I wanted to buy Wisdom 3 next, but I didn't have the XP and got stuck buying Valor 2. I got Lesser Ring to bring my wits to 9. Wits 9 has done wonders for him in battle.

I got Wisdom 3 next, because I wanted to make sure I minimized Shadow. Beauty of the Stars ramped up my diplomacy even further, and I got an extra couple hope points to boot. Beauty of the Stars stacks beautifully with Skill of the Eldar, and he cleans house every time he rolls a Gandalf Rune.

I got Valor 3 after that, taking Books and Maps. If I had to do it over again, I probably would've taken maps first. Minimizing Shadow is key. And hey, it helps the whole party avoid shadow, so team player while I'm at it.

I'm currently saving for Wisdom 4, where I'll finally get might of the Firstborn. Might is a bad pick at low levels because it relies on Valor to actually use it. Valor 4 comes after that, and I'll probably go for Spear of the Last Alliance. Extra attacks are more or less unique to high elves.

I'm so far keeping pace with the rest of the party on valor and wisdom, mostly because they've been burning XP on magic weapons and I haven't gotten one. Also helps I never miss a session (that's actually played. Some have been cancelled lately)

Falenthal
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Re: Ranger's Hope/ Noldor Shadow Skill

Post by Falenthal » Wed Jul 15, 2015 11:23 am

Rich H wrote:
Falenthal wrote:As said, not having any player with them, I've made just an approach at house ruling both.

I made slight changes to the Attribute scores (very minimum), raised the initial number for the common skills, but lowered the free points (from 14 to the usual 10). Also the initial weapon skills were focused: instead of three weapon with 2/1/1, I gave them two weapons with 2/2.
Barring your actual numbers for Common Skills and Attributes, I've done exactly the same with my rough notes on the subject! And, like you, I've not had reason to develop further on account of where my own campaign is currently at.
Foreword: I haven't played the High Elves or Ranger RAW, so I'm not trying to say my numbers work better or those in the RAW don't work. My House-rules are just a representation of how I do understand those cultures, which is not exactly the same as how the RAW presents them.

Just to compare in case you're interested, my changes to this have been:
*Wits reduced to 5-7 instead of 6-8. Probably just for symmetry, but also because I don't feel like breaking the limits of other cultures it's needed . With also a Body of 5-7, they already have two Attributes in the higher ranges. Powerful enough for me.

*Common skills: They start with 32 distributed points, instead of 29 as in the RAW. I think their raising is more disciplined, but also directed, than those of other races. Also, they get 10 free starting points instead of 14 as any other race.
The new skills are:
Awe 2, Athletics 2, Awareness 2, Song 2, Craft 2, Inspire 0, Travel 0, Insight 1, Heal 1, Courtesy 2, Battle 2, Persuade 1, Stealth 1, Search 0, Hunting 0, Riddles 1, Lore 3

*Starting Weapons Skills:
(Spears) 2, Long Sword 2, Dagger 1
Great Bow 2, (Swords) 2, Dagger 1

*Instead of the new mechanic to remove Shadow, High Elves have this hindrance:
Whenever a High Elf can reduce his Shadow score, he reduces half (rounding up) points.


Rich H wrote: I've been mulling over a 'Fading of the Elves' mechanic but at the moment its just like another version of the Calling weaknesses/traits so it isn't something I'm enamoured with. You have a nice simple change here and it places focus on developing Song like you state, which I do like.
When I first read the consequences of gaining 4 Shadow flaws, I thought that it was brilliant to cover with just one rule the falling into darkness of mortal cultures AND the return to Valinor of elves. When, time later, I read the new rule for Shadow of the High Elves, the first thing I thought was "We don't need a new rule for that! It was already covered in the basic rules about Shadow!".

Just remember this from the basic rules:
Generally speaking, a character that succumbs is
likely to disappear quickly from the game, probably as a
consequence of one of the following events:

Return to Valinor. When the burden of the Shadow
overpowers an Elf, he will seek to leave Middle-earth
as soon as possible, to sail for the Uttermost West and
be healed of the sadness and misery of this world.
Also, we know that Noldo elves and those in Rivendell not only like, but need to Craft and Sing as much as anyone needs food or sleep. This, again, was wonderfully covered by the Heal Corruption Undertaking. But if we take this Undertaking from them, then we also lose the reason why they need it that bad: it's their only way of not succumbing to the Shadow. By halving the amount of SP healed (1/2/3 instead of 2/4/6) we get as a consequence that, probably, High Elves will take this Undertaking twice as much as other cultures (maybe even more due to their low Hope points). That's a good reason why non-elves might think that elves are obsessed with songs and crafting things of beauty.

Another option which I have considered, but dismissed because of the implications, is to disallow High Elves to take the Wanderer Calling, but to add the Wandering-madness Degeneration tree to whichever else they've got due to their Calling. Thus, when gaining a Flaw, a High Elf would gain two Flaws. The Wandering-madness tree seems also very appropiate for an elf that gets tired of fighting the Shadow (1st flaw), joins the Wandering Companies avoiding to meddle in the affairs of mortals (2nd or 3rd flaws), and ends up sailing West (4th to 5th flaw).
But I didn't quite like the prohibition of choosing the Wanderer Calling, as much as I feel it has some flavour (Elves hiding in their Havens from the rest of the world, not wanting to know or be known by the common people or having any interest in the Folk-lore of non-elves).

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