I think it's got good stuff and other things that are unnecessarily backwards. Like your stat setting the target number rather than just adding to a roll, which imo is more intuitive.
I think it's got good stuff and other things that are unnecessarily backwards. Like your stat setting the target number rather than just adding to a roll, which imo is more intuitive.
For ease of use I preferred to TOR v1 target of 14, but I don't find it difficult having a different target number for each skill. There's already enough addition with the feat and success dice and in practice it's easy to compare the result to the stat target.
A sort of levelling could be Shire 16-stat Wildlands 18-stat Morder tn 20-stat
Actually, better levels might be: Shire, Bree, Wildlands and Mordor Start at 16 and add 2 per "step"
That's the part I don't like. If you have a low stat (2 or 3) then your target number is high enough that it becomes pointless investing XP into a whole set of skills unless you're prepared to invest *a lot*
It's why I have stuck with 1st edition
Not so for favoured skills, or skills for which you are inspired, which quite a lot of cultural virtues give you. Plus stats of 2 or 3 is making a choice to play a lop sided character. 🤷♂️
Is it? What do stats start at?
I haven't got a book handy but I think the stat range is 2–7, with some cultures potentially having 8 in something
Take Rangers of the the North. If you elect to take WITS of 2 then… (1/2)
…you are weakening the right hand column. *BUT* you can make Lore favoured then take MASTERY cultural virtue and make 2 more favoured. (2/2)
These are the odds for skill checks: anydice.com/program/3ef2f It's basic and doesn't include Favour/Ill Favour etc but you can see if your TN is 18 or 17 there's no benefit to having 1 point in a skill. That would be the same for a Favoured skill as well as you're relying on a G rune for success
Even with a stat of 4 and a TN of 16 1 point in a skill is pretty useless.
Not if you spend hope - one hope point from your Fellowship focus gives you two extra dice.
It's notable that the starter set tweaks things to make it easier for beginning PCs. Dunno why they didn't make that the standard rule, but I guess they want to build in lengthy campaign progression
Just makes me remember all the TPKs we had in Stoo’s campaign. We got wiped out A LOT!
There were a lot of really unlucky rolls!