Feedback on House Rules
Posted: Wed Feb 05, 2014 5:33 am
As some of you know, parts of TOR mechanics didn't mesh well with my group, and the campaign was dropped. I badly want to re-try the game, and am trying to tweek some of the rules to make the game run smoother (for us).
Here are some house rules I am toying with. Everyone has a personal opinion, but I want your feedback, in whether these proposed changes have unforeseen consequences or problems.
FAVOURED ATTRIBUTES: My group felt having two sets of attributes to track was unneeded complications. I am thinking off dropping Favoured Attributes, and just using the Basic Attributes. A Favoured skill will allow a free attribute bonus (like Adversaries and Loremaster characters--promotes ease of play). Basic Attributes will be raised with Masteries instead of Favoured.
XP and AP: Instead of RAW, I will be incorporating fixed XP (4 per Adventure phase) and fixed AP (10 per Adventure phase). This will keep my players from 'chasing' AP's through silly skill or Trait stretches, and keep them focused on the story. Also, they were horrible at tracking their AP's (kept forgetting) or remembering to invoke Traits for APs.
MASTERIES: I always found it weird that Wisdom Masteries give you combat bonuses. I am thinking of dividing Masteries in to Wisdom and Valour (increases in skills, attributes, and hope will be Wisdom; Fell-handed, Dour-handed, Endurance increases, and Parry increases [house rule stolen from RichH) will be Valour Masteries).
CULUTURAL VIRTUES: Will also be split between Wisdom Virtues (like Elf and Dwarf spells, or Honey cakes)
and Valour Virtues (like Deadly Archery or Old Hatred).
Splitting Masteries and Cultural Virtues will have the effect of clearly focusing characters as 'Wise' or 'Valourous', which is what I think the game intends.
REWARDS: My players had a real problem with the Reward system in the game. Basically, they don't see why they can be in Dale and only get a Keen sword, and not also close-fitted armor at the same time (especially if the Fellowship Phase lasts all winter, for example). Also, while a nice system, it doesn't match the books well--with Bilbo being rewarded with an Elvish blade, Frodo getting Dwarf Mithril mail, Mirkwood Legolas gaining a Lorien bow, etc.
My thought is to allow players to PURCHASE gear Qualities (2 Treasures for the 1st, 4 for the 2nd, and 6 for the 3rd), and then I can Gift them specific items as the story requires. Also, it removes the complications of 'plot immunity' issues for war gear. (If the gear was given to another player, I might require that player to spend XP equal to the weapons Treasure expense to 'learn' the new gear and gain all its benefits).
Thoughts, please?
Here are some house rules I am toying with. Everyone has a personal opinion, but I want your feedback, in whether these proposed changes have unforeseen consequences or problems.
FAVOURED ATTRIBUTES: My group felt having two sets of attributes to track was unneeded complications. I am thinking off dropping Favoured Attributes, and just using the Basic Attributes. A Favoured skill will allow a free attribute bonus (like Adversaries and Loremaster characters--promotes ease of play). Basic Attributes will be raised with Masteries instead of Favoured.
XP and AP: Instead of RAW, I will be incorporating fixed XP (4 per Adventure phase) and fixed AP (10 per Adventure phase). This will keep my players from 'chasing' AP's through silly skill or Trait stretches, and keep them focused on the story. Also, they were horrible at tracking their AP's (kept forgetting) or remembering to invoke Traits for APs.
MASTERIES: I always found it weird that Wisdom Masteries give you combat bonuses. I am thinking of dividing Masteries in to Wisdom and Valour (increases in skills, attributes, and hope will be Wisdom; Fell-handed, Dour-handed, Endurance increases, and Parry increases [house rule stolen from RichH) will be Valour Masteries).
CULUTURAL VIRTUES: Will also be split between Wisdom Virtues (like Elf and Dwarf spells, or Honey cakes)
and Valour Virtues (like Deadly Archery or Old Hatred).
Splitting Masteries and Cultural Virtues will have the effect of clearly focusing characters as 'Wise' or 'Valourous', which is what I think the game intends.
REWARDS: My players had a real problem with the Reward system in the game. Basically, they don't see why they can be in Dale and only get a Keen sword, and not also close-fitted armor at the same time (especially if the Fellowship Phase lasts all winter, for example). Also, while a nice system, it doesn't match the books well--with Bilbo being rewarded with an Elvish blade, Frodo getting Dwarf Mithril mail, Mirkwood Legolas gaining a Lorien bow, etc.
My thought is to allow players to PURCHASE gear Qualities (2 Treasures for the 1st, 4 for the 2nd, and 6 for the 3rd), and then I can Gift them specific items as the story requires. Also, it removes the complications of 'plot immunity' issues for war gear. (If the gear was given to another player, I might require that player to spend XP equal to the weapons Treasure expense to 'learn' the new gear and gain all its benefits).
Thoughts, please?