First of all, thanks A LOT for taking the time to test and post here. It is really much appreciated.Ghorin wrote:Hello Falenthal,
Here is my feedbak on your new house-rule
Absolutely right, it was a mistake on my behalf: each Fatigue test is calculated separatedly, and 1 point is reduced for each level of success. In this case, the example should read "A Great Success (Success and one 6) during a Short Journey in Winter will make the hero gain 4 Travel Fatigue points."Ghorin wrote: 1) I think there is an issue or missing information or misunderstanding by me in below example
You say :Each Fatigue test increases the Travel Fatigue points by 4 during Spring-Summer, and 6 during Autumn-Winter.Each level of success on the Fatigue test reduces the Travel Fatigue points gained by 1.
Example: A Great Success (Success and one 6) during a Medium Journey in Winter will make the hero gain 2 Travel Fatigue points.
To add to this, and clarify, a Medium Journey (2 tests) during Spring could result like this:
1st Fatigue test (4 Fatigue points) is resolved with a Great Success -> 2 Fatigue points gained
2nd Fatigue test (4 Fatigue points as well) is resolved with a Simple Success -> 3 Fatigue points gained.
The whole Journey results in 5 Fatigue points for the character.
Exactly the points I was looking for, so thanks for that input!Ghorin wrote: 2) What I like
- Impact of levels of success
- Use of traits reducing the Fatigue gained only by 1
- easy to use (more simple than Rich H house rule) and not very different than TOR raw
Here's where I need to expand a bit more.Ghorin wrote: 3) What I dislike (for my own way of play, not a general jugement)
- 3 Fatigue tests : I prefer having only 1 like in Rich H version. It's better than raw but still too much for me.
- In hazard resolution, i don't like the 2nd point "When a hazard is described, all of the affected heroes can decide to avoid rolling and automatically the whole fellowship gain 1 Fatigue point". I don't find it very "narration-ready". Maybe you could give an example ?
1) Number of Fatigue test: I began my house-rule trying to reduce it to only one Fatigue test roll, but found out that the result was too dependent on a lucky or unlucky single roll. It could led to very weird results, where an experienced character added a lot of Fatigue because of one bad roll during a medium Journey, while a rookie gained less than him. Of course, having more dice to roll increases your chances of being lucky (rolling 6s), but still it felt weird for me. But I'll post below my first draft of "single roll Fatigue tests" to see if you like it better.
Also, think that 3 rolls are only made while on very long journeys (from Esgaroth to the Forest Gate, across Mirkwodd, for instance, is a Medium Journey with only 2 rolls). Most Journeys will be made in shorter legs, thus resulting in 2 or 3 Short Journeys, with encounters, adventures, etc in between.
Allow me to expand a little bit more on how I envision the use of this rules:
A Fellowship wants to travel from Rhosgobel to the East Bight, but going along the southern borders of Mirkwood, not crossing the Narrows of the Forest.
That's a Long Journey (3 Fatigue tests, 3 Hazards), through mainly Shadow Lands (Brown Lands region and East Bight region). So, that should be 3 Fatigue tests at TN18, and minimum 3 Hazards at the same difficulty.
That could be the simple way to put it on numbers.
On real play, I'd first describe the players how they leave Rhosgobel and head south leaving the eaves of Mirkwood to their left, noticing how increasingly darker the forest grows day by day as they approach the Necromancer's lands, etc.
Then I'd ask for a first Fatigue test, and would resolve the first Hazard (adding additional ones, or increasing the difficulty for this one, if Eyes were rolled in the Fatigue tests), making it appropiate for the East Nether Vales (Grim Hawks, the sight of the darkness of Dol Guldur looming over their trip,...).
In fact, I'd probably tweak the numbers of the original Journey calculation: for this first Fatigue test, and also the Hazards, I'd use the Wild Lands difficulty (East Nether Vales region, TN16).
Fatigues would be added, and the outcome of the Hazards would be applied if failed.
Then I'd narrate to the group how they enter the Brown Lands, describe them, and how they affect their bodies and souls, etc.
Then I'd go for the second Fatigue test and Hazard, as before.
Once again, I'd use the TN of the Brown Lands (TN18) for all tests, and explain the Hazards trying to relate them to the Brown Lands region.
As you can imagine, the third Fatigue test and Hazard would be situated in the East Rhovanion-East Bight zone, using the TN of the region of those both with more hexes travelled. If even, I'd use the most difficult region type.
If you would roll all three Fatigue tests one after the other, and resolve all accumulated Hazards after that, then the Journey would be very simplistic and boring.
In this way, although you have more rolls than just one, each time the company rolls and faces a Hazard, you're using the mechanics to show them what type of region and specific dangers they're crossing, and using the rolls and Hazards to make the land more alive than if just rolling once and adding a certain number of Fatigue points.
2) Alternate options for Hazard resolving:
Sorry, I didn't expand here on explanations, because I had discussed them in another thread. You can find it here:
I'll copy the explanation for this part here, but edited text for clarity:
2) When a Hazard is described, all of the affected heroes can decide to avoid rolling and, automatically, the whole fellowship gains 1 Fatigue point. This should be explained as avoiding to confront the Hazard in some way.
Example: The Hunters are affected by a Hazard. The LM explains that the group is running low on rations and the hunters try to get something fresh. They find a small group of strange black squirrels in Mirkwood, that don't look tasty or nourishing. They might even be sick. Besides, the group is in a dangerous part of Mirkwood and the TN for the test is really high. The Hunters decide to avoid the Hazard and not roll at all: the whole group will be hungry for some days, and therefore increase their Fatigue by 1. But they'll avoid the risk of the Hunter's failing the test and receiving an even worse consequence.
My intention was to give the players more options when confronting a Hazard than just rolling a predetermined skill, without increasing the complexity of the Hazards' rules.
I'm also no english native, I'm from Spain. I have to admit that, hadn't you told anything about your nationality, I'd have thought you actually were an english native speaker! But then again, I'm not the best judge on this matter...Ghorin wrote: Note : as I said to Rich H, i'm french and my english isn't perfect and I might misunderstand your rule at some points, thus don't hesitate to correct me