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Re: Special Abilities

Posted: Sun Aug 10, 2014 3:22 pm
by Glorelendil
Rich H wrote:... The supplement could even have new Adversary Abilities included in it.
...and weapons!

Re: Special Abilities

Posted: Sun Aug 10, 2014 5:09 pm
by Rich H
Elfcrusher wrote:
Rich H wrote:... The supplement could even have new Adversary Abilities included in it.
...and weapons!
If it's [fan] weapons you want than my additional rules doc has plenty.

Re: Special Abilities

Posted: Sun Aug 10, 2014 5:16 pm
by Glorelendil
Rich H wrote:
Elfcrusher wrote:
Rich H wrote:... The supplement could even have new Adversary Abilities included in it.
...and weapons!
If it's [fan] weapons you want than my additional rules doc has plenty.
There were a couple items not on that list that I'd like to see for orcs and evil men (whip, mining pick, slaver's chains...) but also orc weapons tend to have slightly worse stats than those of their hero-weapon counterparts.

They also tend to have flavorful names and descriptions. E.g. morning star could be "Spiked Eye", whip becomes "Troll Whip" (for keeping those trolls on task), maul becomes "Iron Sledge", etc.

Re: Special Abilities

Posted: Mon Aug 11, 2014 2:37 pm
by Glorelendil
P.S. And "Nine Iron" as a weapon available only to Tookish Blood Hobbits. Same stats as club, requires 'Golfer' trait. Can be used as a ranged weapon in a pinch (sling stats) but requires you to yell "Fore" with every attack.

(I'm jonesing to play a Took whose reason for adventuring is to play Middle Earth's best courses, and is shocked to discover there aren't any.)