(LAST MODIFIED: February 2017)
Some time ago we had a discussion about performing a possible update to the combat system, at least, for our The One Ring RPG, and making the learning curve of this game less onerous. Although I was dearly enjoying it back then, and enjoy it as much, now, I have found the combat system RAW to be out of date. While the larger portion of The One Ring is very organic, certain systems are very mechanical in their execution. Is combat supposed to be mechanical? Yes. However, it can also give the impression of being organic, and should not be incongruous to the rest of the game.
Nearly a year ago I introduced the possibility of making the combat system Action Point based, so you guys could have your options in front of you and could do different things each round, based on the outcome of the previous round, or just to switch things up a bit. I was going to build the system solely from the Warhammer Fantasy Role-Play 2nd Edition Action Point system I had built for that game, but again it wasn’t terribly organic and, in the end, we decided to remain as simple as possible, with the Rules As Written (RAW).
Well, with the advent of the Adventurer’s Companion for The One Ring, an introduction of a number of new rules that actually discourage the simplicity of the game and the organic nature of it even further, I have found that having an Action Point system is now a necessity if I’m to be as inclusive as possible. Read along further and I will continue to explain why, through briefing you on how the changes will affect you and your character –which will actually be reasonable in scope, I feel- and how the rules will change how I adjudicate the game.
The remainder of this post will be as short, per section, as I can make it, and links are provided to specific rules changes, immediately below, to make it easier for you to read in sections and/or refer to them easily, so bear with me, please?
- How Dice Work, Target Numbers, Parry Ratings and Fellowship Rating/Points.
- Skill and Trait Clarifications.
- Virtues/Rewards, Stdd of Living, Endurance/Hope, and Wounds
- Initiative, Stances, Player Turns & Action Points
- New Experience Point System, Fellowship Phase Undertaking Clarifications, and the Leader Calling
One last note, I’m afraid. I developed a brand-new character record sheet (see attachment, below) for use with all of the updated game rules for our game, almost entirely based on the changes put forward by Cubicle 7 in the Adventurer’s Companion. However, I do not have the tools, or the knowledge or skills, to turn that graphical character sheet I built into a format I can edit as a document or PDF file, and then upload for your ease of reference. However, a friend of mine from the Arlington group, if she ever gets time, is going to do that for me... well, for us. So, for the time-being, we’ll stick with the sheets we’ve been using, and I’ll make changes as time goes on; however, I've attached the newer version, below, for your off-line use, as you like.
What you see in this post, and throughout the remainder of this thread, are the foreshortened version of the rules I've written, though you may access the full version, here...
Various imperfections exist within the varied game systems of The One Ring, which are relatively easily remedied through better implementation of the original game rules, as below. The largest change to appear within will be the Combat and Dramatic Actions System (CADAS). The use of this system is three-fold:
- To allow Skill Use and Actions to have a more organic flow and feel to them without including additional rules, just an expenditure system to allow you to spend Action Points each round to accomplish your goals for your hero in combat,
- To help place characters whose Attributes, Skills, and/or Characteristics might otherwise preclude them from acting in combat on at least a closer level to other Player-heroes on the field of honor, and
- To give you the ability to make choices you otherwise might not think of through the construction and use of a sheet outlining how to calculate Initiative and spend Action Points to execute specific Actions, Attacks, Effects, Movement, and/or Traits. These things are outlined for the use of Players in the LoreMaster's Guide and the Adventurer's Companion, but there is otherwise nothing denoting what you're allowed to do in the Rules As Written (RAW) game. With the new CADA System, there is now.
Finally, these rules changes do not reiterate what already exists in the rules, though some explanation may be necessary, but rather to supplement them.
So, let’s begin...
High-low Feat/Success Die ~ If you have a Trait, an Action or Attack, or I tell you to use a High-low dice in a roll, and I define which type –Feat (D12) or Success (D6)- you’re supposed to roll, it will work as follows...
- If you’re given a High-low FEAT die, you will roll 2D12 and take the best roll. If you roll a , and that is your highest of the two rolls, that roll will be converted to a 10, instead. A is the highest you can possibly roll on that Feat die, so that’s what you will take.
- If you’re given a High-low SUCCESS die, you will add 1D6 to your roll and remove the lowest 1D6 from the roll once made. If you have two of those dice, you’ll remove the lowest two from the roll.