Beleg wrote:Regarding Advancement Points, in general the first AP can be given simply for achieving a great success on a roll. The second AP requires something a bit more impressive, and I think the third AP has to come from invoking a trait on a roll, whether the roll succeeds or not.
I've just been reading this section of the rules, and I'll respectfully disagree with this interpretation. I'm going by page 30 of the Loremaster's Book here. There are three conditions given for when to consider awarding an AP:
- 1. A player succeeds on a roll and then invokes a trait (this is how players lobby for APs)
2. A player makes a roll after being told that the consequences of failure would be particularly dire (The Adventurer's book notes that Advancement points can be awarded on failures, too).
3. A player succeeds at a roll of TN 18 or 20.
When any of these occur it's time for the LM to decide whether an AP should be granted. If the player has yet to receive any APs in that skill group this adventuring phase "The Loremaster should feel free to award an Advancement Point as soon as a player makes a roll satisfying the requirements given above".
You can earn a maximum of 3APs in each skill group per adventuring phase. If you've already got advancement points in a skill group, the requirements for the LM saying "yes" get a bit steeper. According to the Loremaster's Guide: "the LM should only grant a second point when something out of the ordinary has happened, and a third point only in exceptional cases".
So if you've already earned a point in the Movement group, passing a random Fatigue check on a journey and invoking a trait won't justify an AP. But maybe tackling a Hazard event while lost in a blighted land might.
There's a line in the LM Guide (p31) that I think has caused a bit of confusion: "...the distinction between simple successes and great or extraordinary ones may be used as a guideline..."
I don't think that means you need to get Great or Extraordinary successes to qualify for APs - for a start that makes it impossible for characters without a skill to ever earn one (because they can't get a Great success) and very hard for characters with skills at 1 or 2 to earn APs.
Instead, I think it means you should look at the description of what Great and Extraordinary successes mean to guide your decision. This is on p27 of the Adventurer's Book: a Great Success is an "accomplishment out of the ordinary" and an Extraordinary success is "absolutely exceptional and memorable."
So when deciding whether to award a second AP in a skill group, ask yourself if the task attempted was out of the ordinary (so probably not general attack rolls against orcs, standard healing rolls, most fatigue checks). When granting the third, ask if it was absolutely exceptional and memorable (taking a stand against a troll when wounded and on a couple of points of Endurance, beating an Elf-king at riddles, using Awe to intimidate away a barrow-wight's last point of Hate, etc, etc).
I think the design intent of circle-checking and the requirements for APs increasing is to:
- 1. Pace how quickly characters advacne. It stops skills rising more than a certain amount each Adventuring Phase
2. Encourage players to act more boldly and ambitiously as the adventure progresses.
A couple of things to note:
- First, APs are only given when rolls are made, not when someone uses a trait to guarantee an automatic success. APs reward risk.
Second, the rules cover two distinct stages to the process of granting APs: (a) when does the LM consider granting an AP, and (B) under what circumstances do they say yes. The first stage is spelled out quite clearly, the second stage is more open to LM interpretation.