Reduced Hope for experienced Heroes

The unique One Ring rules set invites tinkering and secondary creation. Whilst The One Ring works brilliantly as written, we provide this forum for those who want to make their own home-brewed versions of the rules. Note that none of these should be taken as 'official'.
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Corvo
Posts: 745
Joined: Fri May 10, 2013 12:02 pm

Reduced Hope for experienced Heroes

Post by Corvo » Tue Feb 07, 2017 8:34 am

I got a veteran Fellowship. They are at year 2960 of DoM, and all the Heroes got 100+ px.
They face a lot of hardships, yet, in the end, their Hope is always pretty high.

This is something that goes against the feel of our game: older Heroes should have higher skill but lower Hope, or at least this is our feeling.

I'm thinking of some mechanical systems to enforce this "less Hope for experienced Heroes", and I would like some opinions (unforeseen consequences, and such).

Let say that every time an Hero reach 75, 100, 125, etc XP, they...

Option A) they get a -1 the their maximum (not current) Hope.
Option B) they get a permanent Shadow Point (with no Shadow Weakness disadvantage: just permanent Shadow, like a Lesser Ring).
Option C) the fellowship pool loose 1 point (this will kick in just when ALL the Heroes reach 75/100/125 XP )

mica
Posts: 107
Joined: Mon Jul 22, 2013 10:00 am

Re: Reduced Hope for experienced Heroes

Post by mica » Tue Feb 07, 2017 10:14 am

To be honest I don't find the basic mechanics a problem - should only be 2 hope/session per character and then only if the foci were not made miserable, wounded, poisoned etc.

Where players have chosen the same character as focus you can use this to target the character with LM's decisions during travel encounters.
Also The Hunt should be quite brutal and revelations common with so many powerful characters - you should be finding that with named weapons and armour, so much valour etc the hunt track should be starting at 12-15. This does not leave much room before the Eye gets a sniff. Also make sure you are remembering to use their Flaws - chucking 2 feat die can turn up quite a few eyes leading to revelations and travel encounters :)
Revelations can be saved and used during difficult encounters to raise difficulty by 2 levels for all. When nearly every roll is 22+ during an encounter you can be sure they will burn through quite a few hope. Making everybody weary does a similar thing - burn that hope just to succeed.

My only grumble is with taking courage - which if there are quite a few modest level characters and one or 2 elites there is suddenly a lot of potential hope kicking about. Anyway I have outlined that issue in another post on this forum.

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