
Common sense and consensus in the group tends to address any problem like that fairly OK in my experience

Cheers,
Xavi
I have to disagree, the Hound is not there to fix a problem with the rule, it is there to fix a problem with a lot of archers and nobody to keep enemies at a distance. It is a rule that allows you to play what you want, despite the fact that in real life it would be problematic.Beran wrote:Though on further reading of the rules I could have had my Hound trained so that it could act as covering "character"; but then that is rule to cover a rule.
I couldn't disagree more. The basic combat round in TOR kicks in when the combatants are in melee range and it's damned near impossible to use a bow when someone is trying to whack you with a broadsword. It makes perfect sense that, in normal circumstances, an archer is going to need at least a couple of their allies to prevent the bad guys reaching them. No-one is going to ignore an archer if they can reach them; they're dangerous, but they're also easy targets.Heilemann wrote:That doesn't address the real issue, which is that the rule seems arbitrary because it isn't supported by how the real world actually works. Just because it would balance the rule system if anyone going into an open stance would also automatically float three feet off the ground and sprout oranges from their ears doesn't mean it should be a rule, because it obviously breaks the fictional fabric of the world.
The same is true for the case of the rearward stance; it feels like a rule meant to balance a system, not one that models real world behavior.
It's not the end of the world, but it feels forced and artificial.
Absolutely. I've mentioned this before in other threads and it boils down to some people wanting rules in the RPG for pretty much every possibility rather than having to adjudicate things themselves and apply rulings. It's not the TOR is 'rules lite'; it's that it provides a framework, a set of rules for normal conditions, and then expects the players and LM to develop them further when situations within the game arise.Shieldmaiden wrote:What TOR's combat rules don't do is provide pages and pages of information on how to deal with complications and exceptions. Generally speaking, that's what bulks out most RPGs combat rules; it's not that something like D&D 3.5 is massively complicated, it's just that the rules try and cover every situation... Some people prefer that level of detail and are horrified at the notion that they may have to adjudicate something themselves, but I prefer the flexibility of a system like TOR's.
Beran, I would never allow the rules to determine the makeup of your fellowship. I have had to train my players concerning this also. You don't need a 'balanced' group of player-heroes to make the game fun and interesting. What you need is a Loremaster who knows the characters and takes notes concerning their best Traits and Skills, etc., and is then willing to incorporate situations that will possibly highlight those during the game. How else will everyone find out that your bow armed ranger is really good with a bow unless he's given a chance to shine? In this case, I would narrate circumstances that did allow him opportunities to fire away before close combat is reached by incorporating terrain features, etc. I may also challenge him to declare a non-combat action to climb to a higher elevation so that he could prolong his opening volleys.Beran wrote:Though I do see where the Rearward stance rules are coming from they are restrictive in the number of bow armed characters there are in a party. In our game I changed characters near the end from a Dwarf to a Woodman, and I wanted him to be a bow armed ranger type, but we already had a PC who used a bow in a party of five so there went that idea. Though on further reading of the rules I could have had my Hound trained so that it could act as covering "character"; but then that is rule to cover a rule. Considering how many characters were bow armed in Tolkien's works I do find these restrictions weird to say the least.
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