Re: New Loremaster looking for some tips
Posted: Fri Apr 08, 2016 8:39 am
My players are just leaving Lorien and heading for Isengard. If you see an Elf, a Dwarf, a Beorning and a Lakeman on the way that's my group
A bearded beorning with a Great Axe, of course!Havinor wrote:So he has been banned from Dwarves in this game. Looking forward to seeing what he comes up with
Ouch, he's not going to like you for that - especially if someone else plays one as they are pretty cool! One of my players has a dwarf character, Thogrim, who's a walking tank; all heavy armour, full helm and a huge great axe. He gets wearied quite quickly but it doesn't seem to affect his tactic of sitting in forward stance and hammering everything. Like Falenthal said above though, Beornings are a lot of fun as well - the other side of the coin to dwarves really; unarmoured nutcases!Havinor wrote:Yeah the guys are well up for it. I have already had to install a ban though. My Mate Dougie plays a Dwarf warrior in EVERY fantasy game he every plays (ironically it's 6ft, skinny and blond). RPG and online gaming.... he can't help himself!! So he has been banned from Dwarves in this game. Looking forward to seeing what he comes up with
I'd actually recommend Journeys and Maps (or JaM as I like to call it) before Rivendell if you're looking at using Darkening of Mirkwood and Heart of the Wild. It would nestle nicely between those two lovely slices of bread! The extra Hazards alone are worth the price of admission as they really help illustrate what can be done with that part of the journey rules - some of them are little adventures in their own right. And then add to that things like the content on ruins and you really have an invaluable supplement for LMs to breath additional detail into their adventures.Havinor wrote:Supplement wise, Darkening of Mirkwood and Rivendell will be my next acquisitions I think, but what I have will definitely be enough to get us going in the meantime. Ooh and a pre order for the Maps and Journeys!!!
Best 20 squid I've spent on the game, which is saying something considering the quality of the products, but it's packed with ideas and useful stuff that can be used wherever you set the location of your campaign.Havinor wrote:That's a great suggestion Rich H, I may well do that!
I'd have him go in the one who targeted him first... who is likely to be, but may not always be, the forwardmost one.(It's possible that the forwardmost at declaration moved back, and someone further back moved forward.)Indur Dawndeath wrote:So when would you have the Hill-Troll attack, if he is engaged by one player in Forward and one in Defensive?aramis wrote:It works well, if differently, either way.Havinor wrote:This is interesting because I'd have thought the sequence would have been....
for example, Fellowship have initiative.....
Forward Stance: Fellowship then enemies. the most aggressive stance.
Open Stance: Fellowship then enemies. the tactical stance.
Defensive Stance: Fellowship then enemies. the reactive stance.
Rearward Stance: Fellowship then enemies. looking for a clear shot, now that opening volleys are resolved.
Again, I haven't played it yet, but when I was getting into the combat section, I kind expected this layout and was surprised when the process was as it is in the book. I'm guessing it must work well as it is, because I haven't seen any threads saying 'this doesn't work'.
In the standard, the only time it really matters is when ganging up.
I think it only works as per RAW.
Cheers