Armor hourse rules: any test experiences?

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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Yepesnopes
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Joined: Wed May 08, 2013 4:55 pm

Re: Armor hourse rules: any test experiences?

Post by Yepesnopes » Mon Dec 04, 2017 7:44 am

I have to say from my experience that armour rules work very well as the raw.

:P

Scrollreader
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Joined: Thu Jun 25, 2015 3:34 pm

Re: Armor hourse rules: any test experiences?

Post by Scrollreader » Fri Dec 22, 2017 3:54 pm

I was about to chime in and say the same. I've been running a DoM/TfW game for almost a year and a half now, meeting roughly twice a month. We use armor as written, and we haven't really had any problems that need house rules.
Several PCs have decreased their encumbrance (mostly losing a helm or a cap), one added a shield (after getting cunning make on some armor) and of course, one is running around with a pretty awesome suit of mithral (equivalent) mail.
When the PCs knew combat, not travel was on the agenda (specifically the Crossing of the Celduin and Raenar) they armored up, very much like Helm's Deep in the books. I don't think you need house rules for armor, as I think both tone and mechanics interact well to recreate a good match to the books.

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