Updates to Certain Virtues and Rewards
Unless otherwise noted, Virtues/Masteries and Rewards/Qualities work as RAW. Some, however, are modified due to the elimination of the Fellowship Pool, providing High-low Success Dice and/or for the sake of fitting into the new CADA System.
- Shadow Bane (Elves of Mirkwood): Because Combat Stances have been eliminated, you gain an additional Success Die when making Aggressive Attacks against servants of the Shadow; this is a full Success Die, NOT a High-low Success Die.
- Swordmaster (Barding): Because Combat Stances have been eliminated, add your Weapon's Encumbrance value to your Parry Score when using that weapon.
- Twice-baked Honey Cakes (Beorning): Because the Fellowship Rating/Pool is eliminated in my game, an additional rule applies; roll Craft vs. a median Target Number of 10. With a failure or a basic success, you are allowed to track one additional Hope point per our new holding rules for Hope Points, which may be requested for use by one in your Company. You are NOT required to expend this point to help your companion, though circumstances may force a Shadow Point on you, per the Company Creation || Fellowship house rule, above if something untoward happens to them as a result of not sharing. If you roll one or 16+, including a , you gain two additional Hope Points to be held. If you roll or 16+, including a and a , each member of the Company gains an additional Hope Point to be tended as described immediately above.
Rolling above these limitations gains no further benefit.
Once expended, the point is gone until you roll to create Twice-baked Honey Cakes, again. Any unused points at the end of the present Adventure Phase are dismissed, not carrying over to the next Adventure Phase, and unable to be used to recover any lost Hope Point.
- Noble Armor (Beornings): High-low Success Die added for skills used during Encounters.
Standards of Living Upkeeps
~ This just makes official what we've already been doing in the game. Your character starts off with enough money to pay for the Standard of Living Upkeep for one year, which is...
- Poor = 1 Gold
- Frugal = 3 Gold
- Martial = 6 Gold
- Prosperous = 12 Gold
- Rich = 24 Gold
Unofficially, while your character lives at that Standard of Living, as they are able to change during the course of game-play, they accrue this much as the beginning of each year. What this means is, if you have a Prosperous hero, but they have spent 3 of their Gold during the course of adventuring through the year, they are set back at 12 for the beginning of the new year. However, for those who've accrued more than they had, that is what they keep, they do not gain an additional amount based on their Standard of Living. Holdings and events throughout the course of a year can force ill or good fortune on a Player-hero, adjusting -whether temporarily or permanently- their Standard of Living to match that fortune.
~ At the end of a combat, the Player-hero regains one-half of each Hope and Endurance, rather than just RAW Endurance. For Hope, moments of inspiration, which may be developed by the Player for their Hero, causing an Inspiration test to see if Hope is regained, may be done. It is up to the Player to bring these up, unless the LM has designed something into the adventure
Finally, if your PH suffers from a Weary
condition, your Success Die act abnormally for you. The RAW explains the rule as 1-3 count as 0 and 4-6 count as normal, the idea being for ease of use but in fact making the dice lopsided, so instead the dice will act as follows: 1-3 on the dice will count as normal, but the 4-6 will be reduced by 3 each, so when you roll a 4, it's as though you're rolling a 1, instead, meaning a 5 acts as a 2 and a 6 as a 3, instead. If you roll a
, however, it still counts as a higher degree of success. For my VTT group, I have constructed a new Tengwar Rune, and the tables set up, there, can only roll 1-3 and 1-3 with the new
skill can now be used to help treat Wounds and Endurance loss in and immediately after combat. Remember, you regain one-half your Endurance from the most recent combat because, while you're taking time to rest, you're regaining the Endurance points lost to shock and strain, leaving your hero, at the end of that time, with only the damage suffered. Using Healing
skill may now allow you to treat more. The sequence used for healing is as follows:
- Wound(s) MUST be treated, per LMBr pg. 131, before OTHER healing may be done. Said other healing must wait one 24-hour period after treatment of Wound(s) before it can be used,
- One with Healing skill may roll vs. TN 14; a BASIC Success allows the recipient to heal a number of DAMAGE -not Fatigue- points equal to their own Valor rating. Each rolled allows another 1D6/2 (1-3) damage to be healed, up to the recipient’s total damage taken during the present fight.
- Normal Endurance Recovery, IAW LMBr 131, takes place from that point forward.
~ The rolls that used to be made for Combat, Encounter, and Journey Advantage Dice are ELIMINATED
! They weren't really a help at all, they were a nuisance to keep track of, and a better system has been provided in Mastery Dice, aka High-low Success Dice, that will do a far better job than Ad Dice did.