Player knowledge of adversaries
Posted: Sun Sep 17, 2017 12:01 pm
Hi all, I have been around the forums for some time, but so far I have been only taking advantage of the excellent Palantir!
I have recently started playing TOR with my wife following the many good suggestions on this forum on how to run a solo campaign. It works much better than I would have thought. After finishing adventures “Theft of the Moon”, “Marsh Bell”, “Don’t leave the path” (with almost a TPK in the final encounter), “Of Leaves & Stewed Hobbit” we have encountered the following questions, which I would like to have your views on:
How do you decide how much adventurers know about the adversaries they are about to face? For example knowing the special abilities (e.g. fear of fire, craven, denizen of the dark, just to name a few) and other statistics (e.g. hate score) could often provide a significant advantage in a combat encounter and make a very difficult encounter manageable.
Would you just do a Lore check and for TN 14 the adventurer knows the name of the monster and one special ability; for TN 16 the endurance and another special ability; for TN 18 hate score and another special ability, etc?
What if the adventurers have shadow-lore? Based on the description of this specialty, it refers more to a high level knowledge of the Enemy (i.e. shadowy thread unifying most of what is malicious) as opposed to “monster knowledge”. Are there any other traits you would allow players to use?
I would take this opportunity to also ask something else. In D&D the DM often rolls secretly on behalf of the players so they do not exactly know whether they succeeded or not. For example, for Stealth or Insight checks. I have a hard time doing this in TOR as this way the player cannot really decide whether to spend a Hope or not. Also RAW doesn't mention anything about hidden rolls. How do you handle situations like this?
Thanks a lot!
I have recently started playing TOR with my wife following the many good suggestions on this forum on how to run a solo campaign. It works much better than I would have thought. After finishing adventures “Theft of the Moon”, “Marsh Bell”, “Don’t leave the path” (with almost a TPK in the final encounter), “Of Leaves & Stewed Hobbit” we have encountered the following questions, which I would like to have your views on:
How do you decide how much adventurers know about the adversaries they are about to face? For example knowing the special abilities (e.g. fear of fire, craven, denizen of the dark, just to name a few) and other statistics (e.g. hate score) could often provide a significant advantage in a combat encounter and make a very difficult encounter manageable.
Would you just do a Lore check and for TN 14 the adventurer knows the name of the monster and one special ability; for TN 16 the endurance and another special ability; for TN 18 hate score and another special ability, etc?
What if the adventurers have shadow-lore? Based on the description of this specialty, it refers more to a high level knowledge of the Enemy (i.e. shadowy thread unifying most of what is malicious) as opposed to “monster knowledge”. Are there any other traits you would allow players to use?
I would take this opportunity to also ask something else. In D&D the DM often rolls secretly on behalf of the players so they do not exactly know whether they succeeded or not. For example, for Stealth or Insight checks. I have a hard time doing this in TOR as this way the player cannot really decide whether to spend a Hope or not. Also RAW doesn't mention anything about hidden rolls. How do you handle situations like this?
Thanks a lot!