Glorelendil wrote:Here's the thing, TOR very much encourages a "roll first, then narrate" approach. Which means that you don't say "I climb up on the watch tower to get a better vantage point...does that give me a bonus?" Instead you roll the dice and say, "Great Success!! From my vantage point on the tower I get a clear shot at the orcs, skewering one with my first shot."
This is a little late, but I'd like to elaborate on this. What Glorelendil says here is correct, but it's not the whole story.
The One Ring has two kinds of rolls, tasks and tests. Tasks are things the players decide to do; tests are the equivalent of "saving throws."
When a player rolls for a task (ignoring for the moment the use of traits), he specifies his goal, what skill he's using, and how he plans to do it. The Loremaster then sets a difficulty level. If the player succeeds at the task, he describes what happens. If he gets an ordinary success, his description is limited to what he said he was trying to do. If he gets a great or extraordinary success, the player can propose reasons that his attempt exceeded his stated goal and method. If he fails at the task, the Loremaster describes what happens (and it can't be nothing).
In a test, the Loremaster calls for a roll, but he may not tell the players what it's about, so the Loremaster describes any foreknowledge the player-heroes may have as well as any consequences of the roll, good or bad.
So a player
can say "I climb up on the watch tower to get a better vantage point...does that give me a bonus?" It'll give him a bonus to the target number he needs to achieve on the roll. It
won't give him more of a chance to achieve a great or extraordinary success. Those aren't things that make rolls easier; they're extra things you get for succeeding beyond your expectation.
One might say that
The One Ring is a "narrate first, then roll, then narrate" game.