One-Hit Kills

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Stormcrow
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Re: One-Hit Kills

Post by Stormcrow » Sun Jan 26, 2014 2:38 pm

Rich H wrote:
Stormcrow wrote:How is one character who is Hardy always using his trait to avoid fatigue tests unbalancing? So he is not as fatigued as his companions after a long journey; how is that anything but what we'd expect from someone who is Hardy?
... As that's unbalancing right there. A trait that can be invoked to auto succeed at every Travel roll to avoid Fatigue is unbalancing the game. That's effectively bypassing a whole subsection and important element of the rules and it's not something I think is fun.
So... a character who doesn't get tired avoiding the rules for getting tired is unfun? My definition of fun does not include grind through the rules because they're there.

No, this is not unbalancing. Unbalancing means a rule is somehow open to abuse, or is so dominant that players are compelled to take it. That's just not the case here. Not becoming fatigued on journeys is just not all that big a deal to be considered abusive. Journeys are an important part of the game and of Tolkien, but accumulated fatigue is not so important that an exceptional character can't avoid it. And let's not forget that a character with Smoking can use that trait to automatically sneak out of each and every social gathering he chooses. A character with Keen-eyed can automatically detect signs of an ambush in each and every situation there is one. These are examples right out of the book—they must be correct, be definition.

If you prefer your own interpretation, that's fine with me. Just don't go telling people, especially those asking for advice on the rules, that your interpretation is the correct one. What you've done is altered the rules to your own liking.
Stormcrow wrote:As for breadth of application: when a trait like Smoking can be used to sneak, we must realize that the only limitation to any trait is how imaginatively you use it. I disagree that some are more useful than others; I think some are just more obvious than others.
More obvious allows for quicker and easier applications within a game when you're thinking on your feet so such traits are more useful in that respect.
I completely disagree with this. By your definition, the Smoking trait is inferior to the Elusive trait, which is clearly not the case in the examples in the books. You're saying that because you think traits like Smoking are inferior to traits like Elusive, you're going to knock them all down so that none of them have any consequence. It's too hard to think of examples like the Smoking example, you seem to be saying.

You've got it completely backward. Traits like Smoking are completely equal to traits like Elusive. The only question is whether the player is clever enough to use his traits imaginatively. I guarantee that Smoking was used as an example in the book precisely to prove that the less-obvious traits are not inferior and can produce consequential results.

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Rich H
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Re: One-Hit Kills

Post by Rich H » Sun Jan 26, 2014 3:15 pm

Stormcrow wrote:So... a character who doesn't get tired avoiding the rules for getting tired is unfun? My definition of fun does not include grind through the rules because they're there.
Well, in summary, this one's back to you not being a fan of the Journey mechanics and how they apply and me being otherwise. I don't think they're a grind at all and I think the impacts of Fatigue (ie, how it can lead to Wearied) is a massive "I win" button for something like the Hardy trait, but then I wouldn't apply it as I deem Fatigue to be something that is significant and therefore fits with an LM's right to not allow an invocation. Alternatively, I'd suggest someone continually invoking the same trait to avoid something is boring and a grind.
Stormcrow wrote:No, this is not unbalancing. Unbalancing means a rule is somehow open to abuse, or is so dominant that players are compelled to take it.
Yeah, I think the Hardy trait is the latter of these certainly.
Stormcrow wrote: Not becoming fatigued on journeys is just not all that big a deal to be considered abusive. Journeys are an important part of the game and of Tolkien, but accumulated fatigue is not so important that an exceptional character can't avoid it.
I do still disagree on this. My experience is that it is the case. It's been a very important part of the campaign I've been running where travel, and the challenges that come with it, are a key element. Becoming Wearied being one of them.
Stormcrow wrote: And let's not forget that a character with Smoking can use that trait to automatically sneak out of each and every social gathering he chooses.
Generally, that would mean them missing out on interesting things (ie, leaving a social gathering) whereas avoiding fatigue is missing out on something debilitating. I don't think the two are really comparable due to them affecting the gameplay in very different ways.
Stormcrow wrote: A character with Keen-eyed can automatically detect signs of an ambush in each and every situation there is one.


That's a much better example, thanks. I don't so much have an issue with that one, and I'm not sure why. Perhaps because ambushes aren't as frequent as Travel/Fatigue tests?
Stormcrow wrote:If you prefer your own interpretation, that's fine with me. Just don't go telling people, especially those asking for advice on the rules, that your interpretation is the correct one. What you've done is altered the rules to your own liking.
Well, I can say what I like, thanks. But I take your point, although I disagree. I've interpreted the sections on page 95 differently, but as others have done it the same it's evident that they need clarification/confirmation. I still think I'm within the RAW:

The Loremaster may agree with a Trait invocation to speed up play, especially if failing at the roll would not lead
to dramatically relevant consequences, or if the action wasn’t difficult.


To me its clear from the above that the Loremaster can disagree with an invocation if the action has dramatically relevant consequences upon failure and/or it is difficult. Granted, it allows for both, but the final word is with the LM.

Looking at the examples, on page 95, they warn of a possible ambush (ie, the keen-eyed PC spots goblin tracks) but they don't directly spot an ambush. The other allows a casket to be opened. Later in the book, Trotter sneaks out using Smoking but that doesn't seem to be driven by any dramatic consequences - ie, if he gets spotted he isn't going to be attacked so that also seems to fit in with how I'd adjudicate things. I can find no references in the rules to things like Hardy bypassing every Travel/Fatigue test. Has that been confirmed by Francesco at all? I think the rulebook could have done with examples of negatives - ie, when the LM said no to an invocation of a trait as those would have given us more parameters to work with.
Stormcrow wrote:I completely disagree with this. By your definition, the Smoking trait is inferior to the Elusive trait, which is clearly not the case in the examples in the books. You're saying that because you think traits like Smoking are inferior to traits like Elusive, you're going to knock them all down so that none of them have any consequence. It's too hard to think of examples like the Smoking example, you seem to be saying.
I take on board what you mean by Smoking and that it can have more imaginative uses *but* in the pressure of a session, having to come up with such descriptions in the middle of a game can be really difficult for many players, even if they are imaginative under other circumstances - it's not just being imaginative, it also requires spontaneity. I think the latter is a more critical ingredient to the use of Smoking in the situations you've described. But combined, it's why I think some traits are superior as they do have an immediate and obvious application and are therefore more useful for most players that find themselves in these situations. In my game, the players have often stated that looking at the traits some are better than others. Granted ones imaginatively applied can be used, and I wish they all required such application, but there are many that do appear to have direct effects on key components of the system.

I do like traits like Smoking because my experience of them is that they build atmosphere in the game and often have to be imaginatively applied so things like that are interesting and grab my attention and make me smile. I think the problem I have with traits such as Hardy and the like is that my experience of them is that at best they just lead to slightly differing versions on a theme when they get described in order to invoke them. My problem is without the applicable trait I'd expect a player to do such descriptions when performing an action pretty much as standard so I don't see that these 'obvious/easy' traits are promoting anything that wouldn't be done anyway but are allowing characters to avoid critical parts of the game mechanics, if we assume that an LM cannot stop a trait being invoked for an auto success, which as stated above I don't agree with as per the RAW. This, in my opinion, isn't a fun thing at all as those mechanics are interesting and fun.

So, thinking about this another way; I don't allow auto success unless someone comes up with something particularly interesting/entertaining that outweighs bypassing the fun game mechanics (when something is at stake and/or a task is difficult), that way Hardy only gets applied very rarely for Travel checks - ie, when the player does something really interesting with it. Do you ever *not* allow auto-successes, Stormcrow? If so, what/when? I'm genuinely interested because I'm finding this discussion really useful as it's challenging my previous views and revisiting something in a new light.

EDIT: Apologies for the multiple edits I wanted to make sure I was doing my best to communicate my thoughts adequately.
Last edited by Rich H on Sun Jan 26, 2014 4:56 pm, edited 17 times in total.
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DavetheLost
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Re: One-Hit Kills

Post by DavetheLost » Sun Jan 26, 2014 3:43 pm

The new "Call of Mirkwood" cultural virtue for the Woodelves allows them to spend a Hope point to succeed at any Stealth roll among other things.

Just offered as a point of comparison for the Elusive Trait.

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Re: One-Hit Kills

Post by Stormcrow » Mon Jan 27, 2014 12:24 am

Rich H wrote:
Stormcrow wrote:So... a character who doesn't get tired avoiding the rules for getting tired is unfun? My definition of fun does not include grind through the rules because they're there.
Well, in summary, this one's back to you not being a fan of the Journey mechanics and how they apply and me being otherwise. I don't think they're a grind at all
You misunderstand. I don't mean I think the journey rules are "a grind"; I mean I don't feel obligated to use a rule when a character has a perfectly reasonable way to avoid it. Becoming fatigued is not something that has to happen to each and every character to make journeys a worthwhile part of the game.

Consider this situation: a party of four is journeying through the Wild. One of them is Hardy. For each fatigue test along the journey, three players roll; the fourth invokes his Hardy trait. Hazards still occur, characters still tire, but the Hardy character is, well, hardy, and doesn't become fatigued by the journey. How is this unbalanced?

Similarly, I would allow Merry characters to invoke an automatic action in cases of corruption tests due to oppressive places. It only makes sense: the character is naturally predisposed to avoiding being brought low by depressing situations.
I do still disagree on this. My experience is that it is the case. It's been a very important part of the campaign I've been running where travel, and the challenges that come with it, are a key element. Becoming Wearied being one of them.
I don't understand why you'd want to veto a player who wanted to handle the threat of Weariness by being Hardy.
Stormcrow wrote: And let's not forget that a character with Smoking can use that trait to automatically sneak out of each and every social gathering he chooses.
Generally, that would mean them missing out on interesting things (ie, leaving a social gathering) whereas avoiding fatigue is missing out on something debilitating. I don't think the two are really comparable due to them affecting the gameplay in very different ways.
Eh? In both cases it's the player who chooses whether or not to invoke the automatic action. The difference isn't whether one is important and the other isn't—I claim that social gatherings are just as important as combat or physical feats in a game like The One Ring. The difference is that the Smoking example is a task initiated by the player for a purpose, whereas the traveling example is a test forced upon the player. But in both cases the player retains the right to invoke his trait.
Stormcrow wrote: A character with Keen-eyed can automatically detect signs of an ambush in each and every situation there is one.


That's a much better example, thanks. I don't so much have an issue with that one, and I'm not sure why. Perhaps because ambushes aren't as frequent as Travel/Fatigue tests?
They're as frequent as the referee makes them. You should examine further why this one seems different to you.




I still think I'm within the RAW:

The Loremaster may agree with a Trait invocation to speed up play, especially if failing at the roll would not lead
to dramatically relevant consequences, or if the action wasn’t difficult.


To me its clear from the above that the Loremaster can disagree with an invocation if the action has dramatically relevant consequences upon failure and/or it is difficult. Granted, it allows for both, but the final word is with the LM.
It is indeed! And since you're not the loremaster for other gamers posting here, you shouldn't be judging their trait invocations. :)

Automatic actions describe two uses: when the player wants to automatically succeed at an action and when the loremaster wants to find a way to skip past an action because it's inconsequential. You've eliminated the first use and you're telling people that the second use is the only correct one.
Looking at the examples, on page 95, they warn of a possible ambush (ie, the keen-eyed PC spots goblin tracks) but they don't directly spot an ambush.
This is just a quibble. Ambushers aren't visible or their ambush fails, naturally. In no way does this make the roll inconsequential.
The other allows a casket to be opened.
This is the usage you're advocating. Sooner or later the casket will be opened, and there's no point in slowing down the game because the party has to figure out how to open it. The loremaster asks, "Anybody have a trait that will help you open it?" Someone says he's a woodwright, so the loremaster says, "Okay, you open it." There was no need to set a difficulty and make a roll, because doing so would not have made any real difference to the game.
Later in the book, Trotter sneaks out using Smoking but that doesn't seem to be driven by any dramatic consequences - ie, if he gets spotted he isn't going to be attacked so that also seems to fit in with how I'd adjudicate things.
You seem to consider fights to be dramatic and everything else to be inconsequential. I assure you this is not the focus of the game. We don't know much about that social gathering. Trotter has some reason to be unobserved; we just don't know what it is. It would be unfair and somewhat ridiculous to say that, depending on how dramatic the reason, the action either succeeds or doesn't succeed. The player would be quite justified in complaining that, in last week's social gathering when he decided to go for a Smoke, you let him slip away automatically because you didn't think he was doing something important, but now that he has a good reason you're making him roll.
I take on board what you mean by Smoking and that it can have more imaginative uses *but* in the pressure of a session, having to come up with such descriptions in the middle of a game can be really difficult for many players, even if they are imaginative under other circumstances - it's not just being imaginative, it also requires spontaneity.
Call it what you will; it's the same phenomenon.
In my game, the players have often stated that looking at the traits some are better than others.
Naturally, since you rule them to be that way.
I do like traits like Smoking because my experience of them is that they build atmosphere in the game and often have to be imaginatively applied so things like that are interesting and grab my attention and make me smile.
That's sweet and all, but that's not the point of traits. They're there to give players a role-playing hook into the mechanics of the game, not just to create narrative decorations. As a player if I were told that Smoking only enhanced the atmosphere of the game I wouldn't bother taking it—I'd want something practical. But if I were told that Smoking could be as useful as anything else, as in the example with Trotter, then I'd be interested in taking it. And that's how the game works: all the traits are useful, because when you use them they're not just pretty effects for "atmosphere."
I think the problem I have with traits such as Hardy and the like is that my experience of them is that at best they just lead to slightly differing versions on a theme when they get described in order to invoke them.
If you require players to compose literary passages on the spot whenever they invoke a trait, no wonder that gets boring. I would be quite satisfied with "I have the Smoking trait, so I will use it for an automatic action. Trotter heads to the door as if he were going to light his pipe from the torch hanging there, but then he'll slip out unnoticed." Players shouldn't have to be poesy, they should just be inventive.
if we assume that an LM cannot stop a trait being invoked for an auto success,
Who's assuming that? Of course the loremaster can veto a trait invocation. So can the players, in fact. But "It's too central to the plot" is not a good reason to do so.
Do you ever *not* allow auto-successes, Stormcrow? If so, what/when? I'm genuinely interested because I'm finding this discussion really useful as it's challenging my previous views and revisiting something in a new light.
Sure. If the link between the trait and the situation were not substantial, I'd veto it. Say, a player wants to put a sleeping draught in a guard's mug and says, "I have Cooking, so I spice the wine so wonderfully that the guard can't resist drinking it." That's a bogus line of reasoning, and I'd say no.

If you're interested in how I'd rule, why not come up with a concrete example of what a player might try?

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Re: One-Hit Kills

Post by Elmoth » Mon Jan 27, 2014 12:33 pm

I still think I'm within the RAW:

The Loremaster may agree with a Trait invocation to speed up play, especially if failing at the roll would not lead
to dramatically relevant consequences, or if the action wasn’t difficult.

To me its clear from the above that the Loremaster can disagree with an invocation if the action has dramatically relevant consequences upon failure and/or it is difficult. Granted, it allows for both, but the final word is with the LM.
Seconded. Failing a sneak test would have extremely dramatic consequences for the fellowship (sounding the alarm), so trait invoking would not be usable here. Not in my table at least. It is likely that the players would force the other player to "play it nice" and not invoking the rule...

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Re: One-Hit Kills

Post by Stormcrow » Mon Jan 27, 2014 1:02 pm

Elmoth wrote:Failing a sneak test would have extremely dramatic consequences for the fellowship (sounding the alarm), so trait invoking would not be usable here.
So an Elusive character is not actually Elusive when it's important? A Keen-eyed character is not particularly Keen-eyed when it's important? A Hardy character is not actually very Hardy when traveling?

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Re: One-Hit Kills

Post by Elmoth » Mon Jan 27, 2014 1:54 pm

Depends. If the unfolding events would be dramatic no, he is not. These are descriptors more than anything. It is about speeding up play, not "gaming the system" to total win. Not for me, at least. YMMV and there is no problem at all about this :) I would allow for sneaking up to a single sentry. But doing that 10 times around an orc encampment? no. Too much.

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Re: One-Hit Kills

Post by DavetheLost » Mon Jan 27, 2014 3:08 pm

Stormcrow wrote: Sure. If the link between the trait and the situation were not substantial, I'd veto it. Say, a player wants to put a sleeping draught in a guard's mug and says, "I have Cooking, so I spice the wine so wonderfully that the guard can't resist drinking it." That's a bogus line of reasoning, and I'd say no.
I would agree and veto. However if the same player were to say "I have Cooking, so I spic the wine so wonderfully that the guard doesn't notice the sleeping draught." That I would allow.

Likewise I would allow the player to invoke Merry "I will offer the guard a drink and because I am such a Merry fellow he will join me in a mug."

If I had decided that the guard was a strict by the book, suspicious type who would not under any normal circumstance accept a drink while on duty I would be willing accept either Cooking or Merry as justification for allowing the player to make a Persuade check to convince the guard to have a drink.

Similarly, in the case of trying to sneak through the Orc camp and take out the chief before he can alert his guards, I probably would not allow an Elusive character to just do it with automatic success, but I would allow invoking Elusive to allow them to make a Stealthy check to successfully sneak through the camp without raising the alarm. Under normal circumstances I would assume the camp to have enough orcs awake and moving about that a simple Stealth check would not suffice to sneak through it.

This second use of traits, to allow a check where normally there wouldn't be one seems a good tool for LMs.

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Re: One-Hit Kills

Post by Corvo » Mon Jan 27, 2014 3:19 pm

Shieldmaiden wrote:A simple solution to a player using Elusive to automatically succeed on Stealth checks would be to use opposed rolls, especially when it involves a major NPC. They can still use the Elusive to get the success if they want to, but they're not going to get any tengwar runes, nor are they going to get to roll the feat die. As long as the NPC succeeds, they'll spot the Elusive PC because they'll have either rolled at least one six, or their feat die result is higher by default since the player didn't roll.
Thank you.
I never got many problems with traits used in opposed rolls because, well, they aren't that good in opposed rolls.
Stealth vs Awareness is the example for opposed rolls in Loremaster Book p.21.
If you use some stealthy trait, the sentinel just got to roll a 14 to get a tie with your "roll" (and a tie, for me, is: "you cannot sneak past this sentinel". Let alone the tie-breaker rules mentioned by Shieldmaiden). If the sentinel roll any 6, you are spotted.
Stealthy trait is good for small work, not for serious business.

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Re: One-Hit Kills

Post by Shieldmaiden » Mon Jan 27, 2014 3:33 pm

Looking at this discussion on the merits of trait use and abuse, I've got to say that I think people are coming at it from the wrong angle. All a trait does is allow an automatic success on a skill roll. The actual outcome is still the same as if dice had been rolled, so the only thing being removed is a brief moment of suspense and the thrill of luck being on your side. If removing that removes the fun from your game, your problem isn't with traits.

Let's look at the "sneaking up and killing the Big Bad" scenario as an example. The players have decided that the best course of action is to assassinate the orc leader causing problems in the area. That probably shouldn't be the best course of action in a TOR game, but players will be players. The leader isn't going to be standing around waiting for someone to stab him in the back, he's going to be in a camp, with guards and wargs and crude, yet effective, defences. Getting through the camp to the target isn't going to come down to a stealth check, or even a series of stealth checks. It's going to be a series of challenges that involve a whole bunch of different skills and, more importantly, ingenuity and decision-making on the part of the players.

There are always at least a couple of guards on the front gate. Is there an alternative means of entrance? If not, how are they going to get inside? They may be able to sneak past orcs, but what about the wargs, who can easily sniff them out? It sounds like someone is approaching the tent they're hiding in, what are they going to do? That doesn't sound like an orc: look, it's a cage with a couple of hobbits in it!

Skills checks are not the game; the game is the decision making that leads up to the skill check and dealing with the result. If a player uses a trait, it should just mean that their clever planning isn't going to ruined by bad luck.
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