|
Post by waysoftheearth on Apr 25, 2011 7:09:59 GMT -6
A place for any questions or discussion about the game mechanics...
|
|
|
Post by tombowings on May 8, 2011 15:05:41 GMT -6
What does the d20 Adj modify for each stat? Same as your Hinterlands game?
|
|
|
Post by waysoftheearth on May 9, 2011 5:40:17 GMT -6
What does the d20 Adj modify for each stat? Same as your Hinterlands game? These are mostly as per my Hinterlands game, yes. For those not in the know, the "d20 adjustment" due to ability applies to: Strength: attack rolls, damage. Intelligence: number of languages known. Wisdom: experience earned. Dexterity: AC, initiative, missile attack rolls. Constitution: fighter hit points (if positive). Charisma: number of hirelings.
|
|
|
Post by ehiker133 on May 9, 2011 7:49:45 GMT -6
Is there a stat minimum for the indicated classes? For example, the description says a Seer should be both clever and wise. Does that relate to a minimum INT and WIS score necessary to be a Seer?
|
|
|
Post by waysoftheearth on May 9, 2011 7:56:59 GMT -6
Is there a stat minimum for the indicated classes? For example, the description says a Seer should be both clever and wise. Does that relate to a minimum INT and WIS score necessary to be a Seer? Any score of 10+ will do.
|
|
|
Post by tombowings on May 9, 2011 8:43:44 GMT -6
Is the number of languages known based on the d20 adj. or the chance in 6?
|
|
|
Post by tombowings on May 9, 2011 12:57:32 GMT -6
Any "typically light" elven good less encumbering than normal, Hollander-made equivalent?
|
|
|
Post by waysoftheearth on May 9, 2011 16:35:53 GMT -6
Is the number of languages known based on the d20 adj. or the chance in 6? The base number of languages known equal to your chance in 6 due to intelligence. If this is less than 1, then you can speak 1 tongue but cannot read or write. Seers know twice as many tongues.
|
|
|
Post by waysoftheearth on May 9, 2011 16:39:22 GMT -6
Any "typically light" elven good less encumbering than normal, Hollander-made equivalent? Yes, Elvish made gear is less encumbering. I've listed some armour explicitly. In general, other Elvish items will weigh a quarter less, but let me know specifically which items you want to purchase and I'll calculate the encumbrance for you.
|
|
|
Post by crusssdaddy on May 9, 2011 18:58:58 GMT -6
Can my Seer have Dwarf and Goblin as two of his languages? If so, what are the proper names for those? And is the 'Northern Tongue' a language that would be appropriate for someone from the former Kingdom of Arnor?
|
|
|
Post by waysoftheearth on May 9, 2011 19:12:51 GMT -6
Can my Seer have Dwarf and Goblin as two of his languages? If so, what are the proper names for those? And is the 'Northern Tongue' a language that would be appropriate for someone from the former Kingdom of Arnor? Yes, a seer can know these languages. The (otherwise) secret tongue of the Dwarves is called Khuzdul. The doggerel tongue of the Orcs is called TheBlack Speech (and Goblin and Orc are synonymous). The Northern Tongue is probably a dialect of Westron; a more ancient form. Yes, it was formerly spoken in Arnor. See here www.uib.no/People/hnohf/ for many other language options (and check the Mannish Tongues link too).
|
|
|
Post by calithena on May 10, 2011 19:05:27 GMT -6
I am wondering about your 4 in 6 for a fighter to perform any feat of physical prowess. I was going to jack my Strength to 17 - of course there is still the attack/damage bonus benefit from doing this. It's not a bad rule, I was just curious about how it interacted with Strength rolls.
Love the rules in general.
Also, any reason other than flavor to take the extra encumbrance for a pole axe, etc.?
|
|
|
Post by waysoftheearth on May 10, 2011 22:44:51 GMT -6
I am wondering about your 4 in 6 for a fighter to perform any feat of physical prowess. I was going to jack my Strength to 17 - of course there is still the attack/damage bonus benefit from doing this. It's not a bad rule, I was just curious about how it interacted with Strength rolls. Love the rules in general. Also, any reason other than flavor to take the extra encumbrance for a pole axe, etc.? I figure that PC class checks are more general than ability checks. A strength check is for something very specific, like to bend bars, or break down a door, and so on. A fighter's prowess check might be used for actions that take strength, coordination and fitness or time, such as charioteering, a series of athletic leaps, swimming underwater or against the current, and so on. Pole axes (and two handed weapons in general) roll 3 damage dice, while normal sized swords, maces, and so on roll 2 damage dice. See also the explanation of "damage dice" in the Men & Magic of Middle Earth thread.
|
|
|
Post by ehiker133 on May 13, 2011 7:15:59 GMT -6
Just to make sure I understand correctly, Ways, you're definitely using the Encumbrance rules, with penalties if your Load is over your Capacity, right?
|
|
|
Post by waysoftheearth on May 13, 2011 7:32:38 GMT -6
Just to make sure I understand correctly, Ways, you're definitely using the Encumbrance rules, with penalties if your Load is over your Capacity, right? Of course I will let you know if you are carrying too much.
|
|
|
Post by ehiker133 on May 13, 2011 8:32:20 GMT -6
Ok. Just wanted to make sure I wasn't worrying about it for nothing! Good to know your worrying is useful, right?
|
|
|
Post by waysoftheearth on May 13, 2011 17:54:14 GMT -6
It may also interested you to know, then, that I will be tracking food and water separately.
Fresh rations will last at most 2 days.
Trail rations will not count as "refreshment" for the purpose of resting, except that lembas (Elvish trail rations) will. Only Elvish/Half-Elvish PCs can have any at the start of play, however.
Each person will require 2 quarts of fluid per day of "adventurous" activity (or a minimum of 1 quart per day if idle). A 2 quart flask or skin of fluid with stopper and shoulder strap is 1 bulk unit equivalent. Note that the wineskin and waterskins listed on the equipment sheet erroneously state "1 quart". In fact they should state "2 quarts".
Elves/Half-Elves can take water or wine, Dwarves can take beer or water, Men and Hobbits can take all three. Using up an additional quart of fluid (over and above minimum intake) will count as "refreshment".
|
|
|
Post by sulldawga on Sept 13, 2011 10:44:26 GMT -6
Is there any penalty for using a sling if there's an enemy adjacent to you?
|
|
|
Post by waysoftheearth on Sept 13, 2011 16:33:57 GMT -6
Is there any penalty for using a sling if there's an enemy adjacent to you? If the enemy is already within melee distance, then it will be very difficult to get a sling shot off, as he could easily spoil your wind-up. Because Largo is a very dexterous Hobbit, I'd allow it if he wins an initiative roll. But if he looses the initiative roll, his attack will be forfeit this round.
|
|
|
Post by kesher on Sept 21, 2011 13:47:15 GMT -6
These rules are awesome! Combat is an appropriately deadly affair indeed...
|
|
|
Post by waysoftheearth on Sept 21, 2011 16:58:18 GMT -6
These rules are awesome! Combat is an appropriately deadly affair indeed... Thanks Kesher; I'm please you find them to your liking ;D
|
|
eldrad
Level 3 Conjurer
Posts: 77
|
Post by eldrad on Jun 22, 2012 13:27:38 GMT -6
Let me second that! What an awesome happening!
|
|
|
Post by waysoftheearth on Jun 22, 2012 19:07:01 GMT -6
Let me second that! What an awesome happening! Thanks Eldrad
|
|
|
Post by machfront on Jun 26, 2012 8:49:01 GMT -6
I hope I'm not cluttering otherwise useful discussion, but how in the world did I miss this 'til now? The rules are some inspiring, yeoman work. If you've the time, Simon (and I know you're a busy fellow of late, what with Delving Deeper hanging on your sword belt), I wouldn't mind reading what, if anything, you've learned implementing these rules as it pertains to Middle-Earth gaming/atmosphere. What you've changed. What you'd do differently. What you may shoot in the head. What may have shot you in the foot. Etc. and blah, blah, blah.
|
|
|
Post by waysoftheearth on Jun 27, 2012 7:32:20 GMT -6
Hey Machfront, glad you made the find Deep questions indeed. Well, without an undue degree of navel gazing, I would say simply that I love JRRT's works, and was inspired to "do something" by the discussion of a possible Middle Earth OD&D supplement on these boards, and a recent re-reading of the tale of Hurin. I had fun writing up these rules. They were a natural evolution of the house rules I'd been playing in my Hinterlands game (also on these boards) for 18 months or so at the time. A couple of things that I'm particularly happy with are; 1) XP charts based on race rather than class (non-humans have some of the sneak's abilities, and this is reflected in the additional XP required by each race), 2) The "dd" (damage dice) system works beautifully for PCs (and man-sized enemy). It is gives damage rolls with occasional "critical damage" built right in, 3) Use of basic supplies for "refreshment" (aka non-magical healing), Some things that didn't quite work out as I expected are; 1) Ability requirements for Elves weren't steep enough, so we had more Elves and Half-elves than I planned, 2) The system of multiple attacks per round is a bit too hard. Next time I would simplify it to +1 attack per round at 4 HD, 8 HD, 12 HD, etc. 3) I suspect that the "dd" (damage dice) system doesn't work as well for larger than man-sized enemy. This is because it doesn't scale up proportionally; going from 1dd to 3dd is a much bigger increase than going from 3dd to 5dd. I haven't really evaluated granting XP for exploration yet. I like the idea, but haven't had the opportunity to use it much in practice. That's all I can think of right now... hope that's helpful
|
|