Post by Vile Traveller on Mar 14, 2016 6:30:16 GMT -6
Looks interesting. I always thought that spell casting was one of the weaker elements of the conversion from Middle Earth to D&D*. Without taking your beta for a test drive, from first reading he seems a fine interpretation of the class for DD.
*My BLUEHOLME™ ranger doesn't have spell-casting powers, either.
I like the "5–6 on a six-sided die" way that DD handles thief skills, so I understand the choice to use this as a mechanic for tracking. However, since there are already pursuit rules in TU&WA, I think it makes sense to use these to handle tracking. The chance of pursuit is usually 50%, with a penalty for swamp and woods terrain.
Here is my suggestion:
"In the wilderness a ranger may pursue another party by following the subtle traces of their passage. Unlike in standard pursuit situations, a ranger may begin pursuit of a party that has previously passed by, and continue pursuit of a company travelling at a faster speed than his own. The base chance of tracking is 50%, with a 10% penalty per day elapsed since the pursued party passed by. The same chance applies in each subsequent hex that the pursued party is tracked to. Unlike standard pursuit, no penalty is applied for woods or swamp terrain when tracking. Rangers themselves are difficult to pursue, receiving +10% on rolls for evasion and pursuit in the wilderness."
On one hand it seems overly complex to use % dice instead of a d6, but on the other hand it repurposes a mechanic already present in the 3LBBs.
Last Edit: Mar 4, 2020 19:37:41 GMT -6 by Red Baron