House Rules, Armor and such...
Posted: Fri Jun 24, 2016 5:47 am
hey guys,
been playing One Ring for a while now, GMing two separate groups through DoM alongside tales. I also use the extra called shots, Patron benefits, combat manoeuvres and weapons out of Richard Harrison's compiled rules.
First thing: How do people handle being "knocked down" in combat. I use it the same as tripped (suffer effects of knock back) but I allow the players to make an athletics check at TN 10+ highest attribute level of enemies hes engaged with to stand back up and resume his turn as normal. If he fails he gets up next turn for free, but the enemy does its attribute level in dmg to the character as it kicks/knocks them back down. I do the same for dropped weapons.
Second: Ive been finding it hard to incorporate standing into the game. None of my players seem interested in increasing it, and as there doesn't seem to be any mechanical effects to it I'm not really sure what to do about it. Am I missing something? I feel it should be fairly important, especially in DoM.
Third: My players hate the fact that armour "is useless unless we get a wound, and even then nothing seems to happen." I have started making combat encounters much more dangerous (more/bigger/tougher) enemies, and I am THINKING about allowing armour to reduce dmg equal to the dice value of the armour -1. respectively, it will increase the fatigue gained on travel checks by the dice value. (Mail hauberk will be -4 dmg (5d armour -1) and 5 extra fatigue on failed travel tests). I've also made a Crit table for when party member become wounded (similar to the FFG Star wars crit system), where they roll a d100 to determine what effect they suffer. Do any GMs do anything like this/have advice for me?
Fourth: Ok this is my MAJOR issue. My group likes being handheld through social encounters. They will rarely take it upon themselves to speak to NPCs or find out things. I usually just have to go here is your info, do this, bye. I am not sure how to encourage them to interact more with NPCs, especially in the Tales adventures that have certain NPCs offering more aid the more successes they get while speaking with them. They frequently fail social encounters as barely any of them take social skills (they just wanna roflpwn Orcs), and get annoyed when they don't get much aid or information from whomever they speak.
I appreciate how helpful and patient everyone is on these forums, and apologise for the excessive TLDR. Its a great community for a fantastic RPG. my group usually bores of systems and we chopped and changed every few weeks. Been playing this regularly for about 6 months now.
been playing One Ring for a while now, GMing two separate groups through DoM alongside tales. I also use the extra called shots, Patron benefits, combat manoeuvres and weapons out of Richard Harrison's compiled rules.
First thing: How do people handle being "knocked down" in combat. I use it the same as tripped (suffer effects of knock back) but I allow the players to make an athletics check at TN 10+ highest attribute level of enemies hes engaged with to stand back up and resume his turn as normal. If he fails he gets up next turn for free, but the enemy does its attribute level in dmg to the character as it kicks/knocks them back down. I do the same for dropped weapons.
Second: Ive been finding it hard to incorporate standing into the game. None of my players seem interested in increasing it, and as there doesn't seem to be any mechanical effects to it I'm not really sure what to do about it. Am I missing something? I feel it should be fairly important, especially in DoM.
Third: My players hate the fact that armour "is useless unless we get a wound, and even then nothing seems to happen." I have started making combat encounters much more dangerous (more/bigger/tougher) enemies, and I am THINKING about allowing armour to reduce dmg equal to the dice value of the armour -1. respectively, it will increase the fatigue gained on travel checks by the dice value. (Mail hauberk will be -4 dmg (5d armour -1) and 5 extra fatigue on failed travel tests). I've also made a Crit table for when party member become wounded (similar to the FFG Star wars crit system), where they roll a d100 to determine what effect they suffer. Do any GMs do anything like this/have advice for me?
Fourth: Ok this is my MAJOR issue. My group likes being handheld through social encounters. They will rarely take it upon themselves to speak to NPCs or find out things. I usually just have to go here is your info, do this, bye. I am not sure how to encourage them to interact more with NPCs, especially in the Tales adventures that have certain NPCs offering more aid the more successes they get while speaking with them. They frequently fail social encounters as barely any of them take social skills (they just wanna roflpwn Orcs), and get annoyed when they don't get much aid or information from whomever they speak.
I appreciate how helpful and patient everyone is on these forums, and apologise for the excessive TLDR. Its a great community for a fantastic RPG. my group usually bores of systems and we chopped and changed every few weeks. Been playing this regularly for about 6 months now.