Stormcrow wrote:So you don't think it's unbalanced to for a Hardy character to Hardily pass all his fatigue tests on a journey; you just think it's boring. Is that right?
No, I think it's unbalancing as well due to the fact that Fatigue tests are incredibly common as part of the Journey rules which occur in pretty much every adventure and AP I've read for this game. If Hardy is applied in the way that you describe then I'd expect every player to want it for their PC as it makes things so much easier for them. That, for me, is therefore unbalancing.
Stormcrow wrote:Where in the rules does it say your invocation has to be unique, interesting, or entertaining?
It doesn't say that it has to, but it states that a trait should be described ("The description of the Trait is essential") and then later states "A well-detailed or entertaining explanation adds to the enjoyment of the game, and should earn the player the benefit of the doubt. In all cases the Loremaster's word is final". I'd say if you're not providing an explanation that's detailed or entertaining then it's not adding enjoyment to the game, therefore you don't earn the benefit of the doubt, so the Loremaster can say 'no' as his word is final.
Stormcrow wrote:You're right; I was in error.
I wasn't sure so thanks for taking the time to confirm. I do think that it's strange why such traits that would obviously lend themselves to Corruption of Valour tests can't be applied though, yet they can to Common Skills. It's why I'd have liked to have seen more development in the rules for Trait Usage across all tests.
Stormcrow wrote:You're the one making the claim; you're the one who needs to provide the evidence.
For me, I have, using the official adventures, fan ones, and APs that I've read as a guide. These show that Journeys occur more than Ambushes and this is compounded by the fact that there are numerous Fatigue Tests within a Journey.
Stormcrow wrote:No, you were making claims about what the rules say:
"Also, on the same page, for Automatic successes the rulebook states that this rule can only be invoked when the Loremaster agrees with the invocation to speed up play, particularly if failing the roll would not lead to dramatically relevant consequences, or if the action wasn't difficult."
I'm quoting this from the 5th paragraph of the 2nd column on page 95. That's under a section called Automatic Success. Granted, the words aren't exact but it's there.
Stormcrow wrote:and
"The rules also state that advantages conferred by Traits aren't powerful enough to unbalance the game"
That's on page 95 too, in the brown text box.
Stormcrow wrote:and
"'... players and Lormasters are advised to avoid discussing the validity of a Trait at length.' (because they aren't unbalancing)"
Page 95, again, in the brown text box.
Stormcrow wrote:None of which are what the books say.
Page references above.
Stormcrow wrote:Later you begin to admit that this is only your interpretation. I must assume that when you say "the books say," you actually mean what the books mean by what they say.
You only stepped into the conversation after I had made both those posts so I really think the second post I made clarified the first and was in response to Marko's post from my first one. I don't see how you couldn't have read one and not the other, so my position within it of being my interpretation of the rules was pretty clear once you posted in the thread, surely?
Stormcrow wrote:Yes you did. Assuming you're following the rules presented in the books, you believe "this rule can only be invoked when the Loremaster agrees with the invocation to speed up play." The other kind of automatic action, where the player wants to automatically succeed at an action with a significant consequence, you said is unbalanced. I think you've changed your tune a little now, and you're saying it's a valid way to invoke the rule, but for some reason you're claiming that the invocation has to be unique and entertaining every time.
Right, I see where the confusion is and in that respect I wasn't as clear as I should have been. I didn't lay out all my thoughts about Trait usage but have left it to the development of the discussion we're having. This was partly because the initial question differs to what we're now discussing. I'll attempt to explain my point of view better and so it's complete in one place:
1) I would allow auto success invocation if the trait was appropriate but I'd apply the Trait Etiquette guidelines to it which is why I'd veto invocations that unbalanced the game, that weren't detailed, or that weren't entertaining. Francesco doesn't describe further what he considers to be unbalancing, detailed, or entertaining - rightly leaving that to the LM. Which I have done for my game.
2) I would allow auto success invocation to speed up play again applying the Trait Etiquette guidelines as described above.
I'd also apply to the above points the section of the book that states "failing a roll would lead to dramatically relevant consequences, or if the action wasn't difficult". Now, looking at the way the book is written, this appears to apply only to point (2) whereas I'm applying it to both which is what I thought the rules were attempting to say as they seem to fit both kinds of invocation. I would allow a particularly well detailed and/or entertaining (of which both could include an imaginative use) to still lead to an auto success even if failure would lead to dramatic consequences or the action was difficult.
Stormcrow wrote:Yeaaaahhh... I have no way to verify that this decision was made without your interpretative bias.
Okay, I'd appreciate it if you did at least trust that I was being honest with you. I'm sure you do but I'm starting to think that you don't. At least give me that courtesy as I've always done the same for you.
Stormcrow wrote:How is it boring for a player, once per journey, to say, "I won't have to roll because I'm Hardy." Does that one little sentence really bore you so easily?
I think its boring because its not detailed or entertaining (as per the notes on Trait Etiquette). I'd therefore veto it on those grounds.
Stormcrow wrote:Personally, I'd get bored waiting for the Hardy player to come up with yet another reason why his Hardiness saves him from rolling, because goshdarnit he wants that freebie. Your way encourages this kind of abuse. If you just agreed, "Okay, you're Hardy, you don't have to roll," you can just get on with the game.
That's fine. Just to clarify, I wouldn't slow up the game waiting for him to think of something. If he couldn't then I'd move on.
Stormcrow wrote:Journey 1: The company travels from Laketown to the Elvenking's halls. The Hardy player says, "I'll take the auto-success for being Hardy." The referee says, "Okay." The other players roll.
The party continues the adventuring phase, then has a fellowship phase.
Journey 2: The company travels from the Elvenking's halls to Beorn's house. The Hardy player says, "I'll take the auto-success for being Hardy." The referee says, "Okay." The other players roll.
The party continues the adventuring phase, then has a fellowship phase.
Journey 3: The company travels from Beorn's house to Rhosgobel. The Hardy player says, "I'll take the auto-success for being Hardy." The referee says, "Okay." The other players roll.
The party continues the adventuring phase, then has a fellowship phase.
Journey 4: The company travels from Rhosgobel to Rivendell. The Hardy player says, "I'll take the auto-success for being Hardy." The referee says, "Okay." The other players roll.
The party continues the adventuring phase.
Thanks. Okay, that clarifies that I'm not misunderstanding you. Yeah, I'd veto those as previously described. Just a quick clarification though - would you allow a player to use this same description on 4 consecutive Fatigue Tests within the same journey rather than across 4 different ones? I suspect you would but just wanted to make sure as that was also a significant part of my question.