The Eye Of Mordor in The One Ring RPG

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  • Опубліковано 29 лис 2024

КОМЕНТАРІ • 9

  • @frasercossar407
    @frasercossar407 3 місяці тому +1

    What a great mechanic to push the adventure forward!

  • @onevideotorulethemall
    @onevideotorulethemall 5 місяців тому +1

    I really enjoy your One Ring videos you should make more!

  • @WitcherGamemaster
    @WitcherGamemaster 8 місяців тому +2

    Great content! Your explanations help tremendously on some of the gray areas I had while reading the rules. I was wondering if you'll do a video on Skill Endeavors as I am confused by the time limit mechanics. They seem unrealistically short.

    • @willattheworldsend
      @willattheworldsend  8 місяців тому

      I don’t have any plans currently to make a video on Skill Endeavours. But you are correct, they are a bit tricky and the time limits are confusing. I’m not even sure if I understand it entirely correctly. It feels like Skill Endeavours are set up a bit backwards. But I think this is how it goes:
      • The Resistance is how many successes the company needs.
      • The Time Limit is how many rolls the company can make to try to reach the Resistance.
      As an example: The company is trying to search an enemy camp for a map before the orcs return back in an hour. The Skill Endeavour might have a Resistance of 6 (there are a lot of tents and places to look through) but the company has quite a bit of time before the owner returns so the time limit is set to 5. The company can make 5 rolls but they need 6 successes (which means they need at least one Success icon or more if they fail any rolls). If you take that same example but change it so the owner will return in a few minutes the Time Limit is reduced to 3! Now the players only get three rolls but they still need 6 successes. Now they’re probably going to need to succeed on every roll AND get Success Icons each time.
      Does that help at all?

    • @WitcherGamemaster
      @WitcherGamemaster 8 місяців тому +1

      @@willattheworldsend It does, it just makes failure much more probable. I'm not usually prone to putting my players in a "no win scenario." I suppose the difference is that it doesn't necessarily mean disaster. It could simply be a simple failure or failure with woe.
      I had set it up as a not having enough time means the time limit = Resistance. A short time = Resistance+1. Enough time = Resistance+3. Plenty of time = Loremaster discretion.
      However, I am reevaluating that and may go by the book and adjust only if failure seems perpetual.
      Thanks!

  • @kataihallenchrish
    @kataihallenchrish 10 місяців тому +3

    Love your TOR content! You make the rules so easy to understand, the editing and illustrations really help aswell

  • @MrHoffie1
    @MrHoffie1 10 місяців тому +4

    Thanks so much for explaining this!

  • @timmerk7363
    @timmerk7363 10 місяців тому +2

    What happens if the group changes regions during the adventuring phase and goes from a Border Region into Dark Land and back?

    • @willattheworldsend
      @willattheworldsend  10 місяців тому +3

      The base Hunt Threshold will change whenever the group changes Regions. So it might give the group a bit more room to breathe if they go from Dark land to Border land, or it could cause a Revelation Episode if moving from a Boarder Land into a Dark Land caused the Hunt Threshold to meet or go lower than the Eye Awareness.