New combat rules from Adventurer's Companion

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bluejay
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New combat rules from Adventurer's Companion

Post by bluejay » Thu Dec 01, 2016 6:20 pm

I was about to write this on the 'released!' post but didn't want to derail that. While TOR is so much more than combat, I do feel these new combat tasks, called shots and combat roles really open up the range of options available and was wondering what others thought.

For instance I'd say the combat task Enhearten Comrades improves the case for wearing heavier armour, and makes the pregens much more viable (as typically they don't have a large buffer between their max Endurance and their Encumbrance). It also means being Wounded is slightly more punishing than before.

I also like how the new rules give even more reason not to just turtle in Defensive Stance with new options only available in other stances.
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Rich H
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Re: New combat rules from Adventurer's Companion

Post by Rich H » Thu Dec 01, 2016 6:27 pm

I love how they've basically just taken the house rules I use and made them official. Awesome stuff.

;)

I'm not too impressed by the repeated content though, mainly Cultures. It's wasted page count for me but I can see the utility that other folks may get out of it and we were forewarned so it's not a nasty disappointment.
TOR resources thread: viewtopic.php?f=7&t=62
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Rich H
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Re: New combat rules from Adventurer's Companion

Post by Rich H » Thu Dec 01, 2016 8:08 pm

What I definitely need are some new Combat Cards for the players to help them remember all the options they have available to them!
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

bluejay
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Re: New combat rules from Adventurer's Companion

Post by bluejay » Thu Dec 01, 2016 8:11 pm

I agree there. I made up some cheat sheets for the game on Saturday to help the players. I also created a couple of 'optimal tactics' as suggestions for each player.
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Borri
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Re: New combat rules from Adventurer's Companion

Post by Borri » Thu Dec 01, 2016 8:18 pm

bluejay wrote:I also created a couple of 'optimal tactics' as suggestions for each player.
Example of an 'optimal tactic' please. :)

bluejay
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Re: New combat rules from Adventurer's Companion

Post by bluejay » Thu Dec 01, 2016 8:26 pm

No problem Borri.

So one of the pregen characters, Brina, is a Dunlending using Axe and Dagger. She also has the Wild Onset virtue. As part of her specific cheat sheet I added the following:

Combat Tactics
Brina typically goes all-out on attack. If hurt she tends to go all-out in defence until healed.

All-Out Attack
Choose Forward Stance and the combat task Two-Weapon Use with Axe and Dagger.
The Wild Onset virtue means any extra damage generated by Great or Extraordinary successes will be taken from your favoured Body score. Parry is reduced by 2 meaning the LM needs to roll 10 to hit Brina.

All-Out Defence
Choose Defensive Stance and the combat task Full Defence.
Raises Parry by 2 meaning the LM has to roll 20 to hit Brina however you forfeit your attack for the round.

Remember this is for a pick-up game at Dragonmeet so it's for players who may have never seen The One Ring before. It's just a set of suggestions for tactics they could use.
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Borri
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Re: New combat rules from Adventurer's Companion

Post by Borri » Thu Dec 01, 2016 8:34 pm

Thank you! :)

Nice! Makes the character even more catchable.

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Rich H
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Re: New combat rules from Adventurer's Companion

Post by Rich H » Thu Dec 01, 2016 8:42 pm

bluejay wrote:I also created a couple of 'optimal tactics' as suggestions for each player.
That's a great idea and something I'm going to ask my players to do for their characters. It gives them a bit more depth to their personalities even in combat and will also make it feel like they fight as a well-practised group rather than just a group of individuals.
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

bluejay
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Re: New combat rules from Adventurer's Companion

Post by bluejay » Thu Dec 01, 2016 8:46 pm

Thanks Rich. As you can probably see with the example above, some of the combinations (like Wild Onset and Two Weapon Fighting both using Forward Stance) aren't necessarily obvious, particularly to new players.

Totally agree with the group tactics. Another pregen, Attus, is Brina's brother and you can see how his tactics are partially based on compensating for his sister's reckless approach...

Combat Tactics
Attus is a steady tactical combatant, typically staying in Open Stance or Defensive Stance and wearing down opponents with the high damage of his Forest Axe. If Brina is in danger he will use Protect Companion. Against a large opponent he may use Savage Blows.

Protect Companion
Choose Defensive Stance and the combat task Protect Companion.
If Brina is targeted you may spend a point of Hope (or ideally a Fellowship Point) to stand in the way of the attack. The LM will need to roll 20 to hit you.

Against Large/Tough Opponents
Choose Defensive Stance or Open Stance and the Called Shot Savage Blows.
You will need to hit the target and roll at least one Tengwar result (a 6 on a success die).
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zedturtle
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Re: New combat rules from Adventurer's Companion

Post by zedturtle » Fri Dec 02, 2016 2:10 am

Cool. I really like tying pre-gens together.

— • —

I'm also excited about being able to use the new combat rules soonish. There's lots of fun stuff in the book.
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