Artificer of Eregion and Great Size

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buddhax
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Artificer of Eregion and Great Size

Post by buddhax » Sun Aug 20, 2017 1:30 am

I have a doubt with Great Size. The Cave Troll has Great Size, Protection 3d (favoured) and Attribute level 7. When the troll drop to 0 Endurance, it become Weary. That means only 4-6 on Success dice counts. But even with that, the PC can only finish the troll when the troll fails a Protection Test for which the user should have a success and the Feat Dice result over the Edge. And the troll should fail a Protection test in which it has a minimum of 7 (because the Attribute Level and Armor favoured). So the combat could long a lot. Am I right? Am I missing something?

The second question is about Artificer of Eregion. Did someone used or plan to allow tu use it with the Dwarven Smithing rules from Erebor? Should an elf also being restricted to create 1 Enchanted Object in his entire life. What do you think about this?

Otaku-sempai
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Re: Artificer of Eregion and Great Size

Post by Otaku-sempai » Sun Aug 20, 2017 1:51 am

buddhax wrote:
Sun Aug 20, 2017 1:30 am
The second question is about Artificer of Eregion. Did someone used or plan to allow tu use it with the Dwarven Smithing rules from Erebor? Should an elf also being restricted to create 1 Enchanted Object in his entire life. What do you think about this?
Artificer of Eregion makes use of the undertaking Elven-smithing and does not limit the Elf-hero on the number of Enchanted Weapons that may be crafted, which makes sense when we consider that Elves are effectively immortal. You could rule that an Elven Artificer cannot craft more than one such Enchanted Weapon in a given period of time--say, for instance, once a year.
"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."

Dunkelbrink
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Re: Artificer of Eregion and Great Size

Post by Dunkelbrink » Sun Aug 20, 2017 10:00 am

buddhax wrote:
Sun Aug 20, 2017 1:30 am
I have a doubt with Great Size. The Cave Troll has Great Size, Protection 3d (favoured) and Attribute level 7. When the troll drop to 0 Endurance, it become Weary. That means only 4-6 on Success dice counts. But even with that, the PC can only finish the troll when the troll fails a Protection Test for which the user should have a success and the Feat Dice result over the Edge. And the troll should fail a Protection test in which it has a minimum of 7 (because the Attribute Level and Armor favoured). So the combat could long a lot. Am I right? Am I missing something?

The second question is about Artificer of Eregion. Did someone used or plan to allow tu use it with the Dwarven Smithing rules from Erebor? Should an elf also being restricted to create 1 Enchanted Object in his entire life. What do you think about this?
A Cave troll is tough, bur not that tough for a group of four-five heroes. Even with his full armor you can get a wound through with an unlucky roll (unlucky for the troll). When the troll becomes weary the wound is almost guaranteed when you get a piercing wound with an axe or other weapon with a high Injury number (I hope you're remembering to use Injury numbers and not damage numbers when rolling for protection).

buddhax
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Re: Artificer of Eregion and Great Size

Post by buddhax » Tue Aug 22, 2017 4:29 pm

Dunkelbrink wrote:
Sun Aug 20, 2017 10:00 am
A Cave troll is tough, bur not that tough for a group of four-five heroes. Even with his full armor you can get a wound through with an unlucky roll (unlucky for the troll). When the troll becomes weary the wound is almost guaranteed when you get a piercing wound with an axe or other weapon with a high Injury number (I hope you're remembering to use Injury numbers and not damage numbers when rolling for protection).
I'm using it but a Cave troll has Attribute level 7 plus 4 dices (3 success + 1 Feate) equals a minimum of 11. The avg weapon has an Injury of 16 with few exceptions. Weary only prevents to count 1-3 so there's still a long chance of resisting tons of damage.

The other thing that feels awkward is any roll that doesn't go over the Edge level of the weapon it won't even do nothing more. So they're like useless after the endurance drop to 0.

buddhax
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Re: Artificer of Eregion and Great Size

Post by buddhax » Tue Aug 22, 2017 4:31 pm

Otaku-sempai wrote:
Sun Aug 20, 2017 1:51 am
Artificer of Eregion makes use of the undertaking Elven-smithing and does not limit the Elf-hero on the number of Enchanted Weapons that may be crafted, which makes sense when we consider that Elves are effectively immortal. You could rule that an Elven Artificer cannot craft more than one such Enchanted Weapon in a given period of time--say, for instance, once a year.
In Artificer of Eregion, Enchanted Weapon is not the same as in Dwarven Smithing in Erebor. Enchanted seems to be restricted to infuse some magic in the weapon to allow it to hit creatures that usually are resistant to ordinary weapons like Wraith like mobs. My plan is to allow Artificer of Eregion to have the ability to built at least one Enchanted weapon in the Erebor sense.

Otaku-sempai
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Re: Artificer of Eregion and Great Size

Post by Otaku-sempai » Tue Aug 22, 2017 5:24 pm

buddhax wrote:
Tue Aug 22, 2017 4:31 pm
In Artificer of Eregion, Enchanted Weapon is not the same as in Dwarven Smithing in Erebor. Enchanted seems to be restricted to infuse some magic in the weapon to allow it to hit creatures that usually are resistant to ordinary weapons like Wraith like mobs. My plan is to allow Artificer of Eregion to have the ability to built at least one Enchanted weapon in the Erebor sense.
For myself, I would not allow an Artificer of Eregion to take Dwarven-smithing. However, I might consider going beyond the rules as written to allow the character to attempt to bestow Enchanted Qualities upon a weapon or unit of armor in a manner similar to the process described in the core rules by receiving Rewards and bestowing Enchanted Qualities upon the item. I suggest the following rules:

1.The Enchanted Qualities would have to be limited to those appropriate to the culture of the artificer.
2. The same procedure used for Enchant Weapons is used to apply each Enchanted Quality to a weapon. In addition, any special materials required (such as mithril) must be provided.
3. No one Enchanted Quality could be applied to the same weapon more than once.
4. No more than three Enchanted Qualities can be applied to a single weapon. If the weapon is also improved as described in Enchant Weapons than no more than two Enchanted Qualities can be applied.

Such a project would require several undertakings to complete.
"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."

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Majestic
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Re: Artificer of Eregion and Great Size

Post by Majestic » Tue Aug 22, 2017 5:45 pm

buddhax wrote:
Tue Aug 22, 2017 4:29 pm
Dunkelbrink wrote:
Sun Aug 20, 2017 10:00 am
A Cave troll is tough, bur not that tough for a group of four-five heroes. Even with his full armor you can get a wound through with an unlucky roll (unlucky for the troll). When the troll becomes weary the wound is almost guaranteed when you get a piercing wound with an axe or other weapon with a high Injury number (I hope you're remembering to use Injury numbers and not damage numbers when rolling for protection).
I'm using it but a Cave troll has Attribute level 7 plus 4 dices (3 success + 1 Feate) equals a minimum of 11. The avg weapon has an Injury of 16 with few exceptions. Weary only prevents to count 1-3 so there's still a long chance of resisting tons of damage.

The other thing that feels awkward is any roll that doesn't go over the Edge level of the weapon it won't even do nothing more. So they're like useless after the endurance drop to 0.
I've run into this very thing a number of times, once my group of PCs became formidable and tough. They would sometimes face really powerful adversaries that were very difficult to fell. They could often get them to 0 Endurance pretty swiftly, but landing that second Injury could sometimes take many rounds of fighting. Damage at that point would just be irrelevant and could be ignored, as they would just be fishing for the target to fail a second Protection test.
Adventure Summaries for my long-running group (currently playing through The Darkening of Mirkwood/Mirkwood Campaign), and the Tale of Years for a second, lower-level group (in the same campaign).

Glorelendil
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Re: Artificer of Eregion and Great Size

Post by Glorelendil » Tue Aug 22, 2017 8:54 pm

Great Size can make for a serious encounter...even deadly in the TPK sense...for newish characters. It is a cruel LM who doesn't give them an option other than fighting to the death.
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Dunkelbrink
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Re: Artificer of Eregion and Great Size

Post by Dunkelbrink » Tue Aug 22, 2017 9:27 pm

After getting the troll to zero Endurance and Weary you have to shift focus. Spear wielders and archers should do the called shot for Pierce while those with axes and mattocks should aim for the called shot Break armour, introduced in the Adventurer's companion. Actually, you should probably start this right away as wounding it is the tricky bit. A troll is a tough opponent, your heroes/players have to use the right tactics. Just swinging away could end in a very long fight, or a TPK. My group of five players slays a troll in three rounds so I have to bring in more to give them a challenge.

Turin
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Re: Artificer of Eregion and Great Size

Post by Turin » Wed Aug 23, 2017 12:18 am

Something I did after an annoyingly long fight was to still keep track of endurance past 0 and every time the accumulated their endurance in damage I removed one success die from their armor.

So in the case of a great orc at 48 points of damage it is weary with 4 dice. At 96 points of damage it is weary with 3 dice, 134 it has 2 dice and so on.

It changed the feel of our fights with great size dramatically.

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