Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
Playing the Game
Talking the Talk
[The One Ring] The Marsh Bell: Character Creation
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="JoeNotCharles" data-source="post: 5677813" data-attributes="member: 79945"><p>I guess I'll continue, even though we're still waiting for [MENTION=84680]treex[/MENTION] to weigh in. So far we have three dwarves, two hobbits, and an elf.</p><p></p><p>Your culture gets you 3 fixed things and opens up the next set of choices. The three are <strong>Standard of Living</strong>, <strong>Skills</strong> and <strong>Cultural Blessing</strong>. However, before explaining how skills work, I'll need to explain <strong>Dice Rolls</strong> and <strong>Attributes</strong>.</p><p></p><p><strong>Dice Rolls:</strong></p><p></p><p>The One Ring uses two types of dice: the <em>Feat die</em> is 12-sided die numbered 1 to 10, plus the Eye of Sauron and the Gandalf Rune. If the Eye of Sauron is rolled, the Feat die counts 0. If the Gandalf Rune is rolled, the roll is an automatic success. (We'll use either the forum's built in roller or <a href="http://www.invisiblecastle.com" target="_blank">invisiblecastle.com</a>, and roll a d12 with 11 as the Eye of Sauron and 12 as the Gandalf Rune.) As well as the Feat die, you roll a number of <em>Success dice</em>, each of which is a d6 with an extra Tengwar (the Elvish writing system) rune on the 6.</p><p></p><p>When I call for a die roll, I'll give you a target number and the name of a skill. You'll roll the Feat die plus a number of Success dice equal to your rating in that skill, total them up, and try to beat the target number. If you succeed and roll any Tengwar runes, it counts as an extraordinary success; if you didn't roll any Tengwar runes, you only narrowly succeeded.</p><p></p><p>So if you have an Athletics skill of 3, and you're trying to move a heavy boulder, I might hall for a TN 14 Athletics roll. You'd roll d12+3d6, trying to beat a target of 14. If you roll an 11 on the d12, the d12 counts 0 (but if you rolled high enough on the 3d6 you could succeed anyway). If you roll a 12 on the d12, you succeed automatically. And the number of 6's you rolled on the d6's tells you how impressively you succeeded.</p><p></p><p>Normally you will roll on skills, but you might also roll on <strong>Wisdom</strong> (which represents your experience and common sense) or <strong>Valour</strong> (which represents your courage).</p><p></p><p><strong>Attributes:</strong></p><p></p><p>Everyone has 3 attributes which are rated from 1 to 12: 1-2 is poor, 3-4 is average, 5-6 is good, 7 and higher are superior. You don't roll on attributes: they only come into play after you make a skill roll. Each skill has an associated attribute; after you roll, you can spend a point of <em>Hope</em> (more on that later) to add your attribute value to the roll.</p><p></p><p>Each attribute has a <em>base value</em> and a <em>favoured value</em>, which is 1 to 3 points higher. If you're spending Hope to add to one of your <em>favoured skills</em>, you add the favoured value instead of the base value.</p><p></p><p><strong>Body</strong> is your physical prowess.</p><p></p><p><strong>Heart</strong> is your force of spirit.</p><p></p><p><strong>Wits</strong> is your intelligence and cunning.</p><p></p><p>Attributes aren't set directly by your culture, so I won't explain how they're calculated yet: the important thing right now is the difference between base and favoured values, and how they add to skills.</p><p></p><p><strong>Skills:</strong></p><p></p><p>Everybody has the same set of <strong>common skills</strong>, but different cultures focus on different skills. Skills are rated from 0 to 6, with 0 being unskilled, 1 being poor, 2 being average, 3 being good, and 4 or higher being superior.</p><p></p><p>As well as common skills, there are <strong>weapon skills</strong>, each of which represents your skill with a single weapon or group of weapons. More on those later.</p><p></p><p>Common skills are arranged in a grid:</p><p></p><p><img src="http://i56.tinypic.com/2vjepfp.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>At the top of each column is the Attribute that's linked to that skill; its base value gets added to your skill roll if you spend Hope. If the skill is <em>favoured</em> (noted by <em>underlining</em> it) you add the favoured value instead.</p><p></p><p>To the right of each column is the skill group, which is just used to organize the skills into logically related sections.</p><p></p><p><strong>Personality</strong> skills are for social interaction: <strong>Awe</strong> is used to impress or intimidate someone with your sheer force of presence; <strong>Inspire</strong> is used to encourage people with stirring words and actions; and <strong>Persuade</strong> is used argue using truth or falsehood.</p><p></p><p><strong>Movement</strong> skills are for physical exertion: <strong>Athletics</strong> is used to run, jump, climb and swim; <strong>Travel</strong> is used to withstand the hardships of long journeys; and <strong>Stealth</strong> is used to hide and move silently.</p><p></p><p><strong>Perception</strong> skills are for seeing and noticing things: <strong>Awareness</strong> is used to keep track of your surroundings; <strong>Insight</strong> is used to understand others' motives; and <strong>Search</strong> is used to make a concentrated effort to find things.</p><p></p><p><strong>Survival</strong> skills are for dealing with hardship: <strong>Explore</strong> is used to find your bearings when lost and deal with natural hazards (in comparison, Travel is used to avoid fatigue even on known roads - in unexplored wilderness, I'll call for both Travel and Explore rolls); <strong>Healing</strong> is used t o treat wounds; and <strong>Hunting</strong> is used to track animals and find food in the wilderness.</p><p></p><p><strong>Custom</strong> skills are for civilized behaviour: <strong>Song</strong> is for singing, reciting poetry and knowing the words to epics; <strong>Courtesy</strong> is for etiquette and respecting traditions (often very important when you need to impress a great lord!); and <strong>Riddle</strong> is for deducing information and concealing it from others.</p><p></p><p><strong>Vocation</strong> skills are for the tasks society calls on: <strong>Craft</strong> is for making and mending things and creating art; <strong>Battle</strong> is for knowledge of tactics and the ability to keep your head in combat; and <strong>Lore</strong> is for knowledge and learning.</p><p></p><p>Beside each skill group is a space to record <strong>Advancement Points</strong>. I'll sometimes (not always!) reward advancement points after you make a skill roll; at the end of the adventure, you cash these in to improve your skills. More on this later.</p><p></p><p>So, your culture determines your basic ranks for common skills, and sets a few to be <u>favoured</u>. Later you'll have a chance to raise skills, and declare more of them to be favoured.</p><p></p><p><strong>Dwarves of the Lonely Mountain</strong> start with Awe 0, Inspire 2, Persuade 0, Athletics 0, Travel 3, Stealth 0, Awareness 0, Insight 0, Search 3, Explore 2, Healing 0, Hunting 0, Song 1, Courtesy 0, Riddle 2, <u>Craft</u> 3, Battle 1, and Lore 0. Note that Craft is favoured, so if you spend Hope after making a Craft roll, you add your favoured rating in Body.</p><p></p><p><strong>Hobbits of the Shire</strong> start with Awe 0, Inspire 0, Persuade 2, Athletics 0, Travel 1, <u>Stealth</u> 3, Awareness 2, Insight 1, Search 2, Explore 0, Healing 0, Hunting 0, Song 2, Courtesy 3, Riddle 2, Craft 0, Battle 0, Lore 0. Note that Stealth is favoured, so if you spend Hope after making a Stealth roll, you add your favoured rating in Wits.</p><p></p><p><strong>Elves of Mirkwood</strong> start with Awe 2, Inspire 0, Persuade 0, Athletics 3, Travel 0, Stealth 2, <u>Awareness</u> 2, Insight 0, Search 0, Explore 0, Healing 1, Hunting 1, Song 2, Courtesy 0, Riddle 0, Craft 0, Battle 2, Lore 3. Note that Awareness is favoured, so if you spend Hope after making an Awareness roll, you add your favoured rating in Body.</p><p></p><p>It's a good idea to have all the skills covered between your party, so keep an eye on which skills everybody has.</p><p></p><p><strong>Standard of Living:</strong></p><p></p><p>This shows how prosperous your culture is. At the beginning, all your equipment comes from this culture, although as you adventure and find treasure you can move beyond your culture's standard of living.</p><p></p><p><strong>Dwarves of the Lonely Mountain</strong> and <strong>Hobbits of the Shire</strong> are <em>Prosperous</em>: almost all of them live in great comfort, and they spend a lot of effort on decorating their items and making them artistic. Your weapons may not be more effective than others, but they're prettier.</p><p></p><p><strong>Elves of Mirkwood</strong> are <em>Martial</em>: living among the dangers of Mirkwood, their culture is organized for war - their equipment (and especially weapons) are well made, but of plain appearance since they don't have much leisure to embellish them, and while they have plenty of food so no one goes hungry, much of it is hoarded against bad times so except at special feasts, nobody eats lavishly.</p><p></p><p><strong>Cultural Blessing:</strong></p><p></p><p>This is a special ability that's so ingrained in your culture, every member, from the lowest farmer to the greatest warrior, has access to it. They're each a unique ability with their own rules.</p><p></p><p><strong>Dwarves of the Lonely Mountain</strong> are <em>Redoubtable</em>: most people work out their <strong>Fatigue</strong> rating (the higher, the closer you are to becoming <strong>Weary</strong>, which is bad) by adding up the weight of all their gear; dwarves do the same, but then they subtract their favoured Heart score from the total.</p><p></p><p><strong>Hobbits of the Shirt</strong> have <strong>Hobbit-sense</strong>: each hobbit in your group raises your <strong>Fellowship</strong> rating by 1 point (Fellowship is a pool of points that everyone in the group can draw on; you spend Fellowship to regain Hope), and when making a <strong>Wisdom</strong> roll (similar to a skill roll; your Wisdom represents your common sense - more on that later) you can roll the d12 twice and keep the best result.</p><p></p><p><strong>Elves of Mirkwood</strong> are <strong>Folk of the Dusk</strong>: when they are inside a forest or under the earth, or it is night, elves use their favoured attribute rating every time they spend Hope, not just when they spend it for favoured skills.</p><p></p><p>Any questions on the above? If not, I'll move on to describing your next choices: weapon skills and specialties.</p></blockquote><p></p>
[QUOTE="JoeNotCharles, post: 5677813, member: 79945"] I guess I'll continue, even though we're still waiting for [MENTION=84680]treex[/MENTION] to weigh in. So far we have three dwarves, two hobbits, and an elf. Your culture gets you 3 fixed things and opens up the next set of choices. The three are [b]Standard of Living[/b], [b]Skills[/b] and [b]Cultural Blessing[/b]. However, before explaining how skills work, I'll need to explain [b]Dice Rolls[/b] and [b]Attributes[/b]. [b]Dice Rolls:[/b] The One Ring uses two types of dice: the [i]Feat die[/i] is 12-sided die numbered 1 to 10, plus the Eye of Sauron and the Gandalf Rune. If the Eye of Sauron is rolled, the Feat die counts 0. If the Gandalf Rune is rolled, the roll is an automatic success. (We'll use either the forum's built in roller or [url=http://www.invisiblecastle.com]invisiblecastle.com[/url], and roll a d12 with 11 as the Eye of Sauron and 12 as the Gandalf Rune.) As well as the Feat die, you roll a number of [i]Success dice[/i], each of which is a d6 with an extra Tengwar (the Elvish writing system) rune on the 6. When I call for a die roll, I'll give you a target number and the name of a skill. You'll roll the Feat die plus a number of Success dice equal to your rating in that skill, total them up, and try to beat the target number. If you succeed and roll any Tengwar runes, it counts as an extraordinary success; if you didn't roll any Tengwar runes, you only narrowly succeeded. So if you have an Athletics skill of 3, and you're trying to move a heavy boulder, I might hall for a TN 14 Athletics roll. You'd roll d12+3d6, trying to beat a target of 14. If you roll an 11 on the d12, the d12 counts 0 (but if you rolled high enough on the 3d6 you could succeed anyway). If you roll a 12 on the d12, you succeed automatically. And the number of 6's you rolled on the d6's tells you how impressively you succeeded. Normally you will roll on skills, but you might also roll on [b]Wisdom[/b] (which represents your experience and common sense) or [b]Valour[/b] (which represents your courage). [b]Attributes:[/b] Everyone has 3 attributes which are rated from 1 to 12: 1-2 is poor, 3-4 is average, 5-6 is good, 7 and higher are superior. You don't roll on attributes: they only come into play after you make a skill roll. Each skill has an associated attribute; after you roll, you can spend a point of [i]Hope[/i] (more on that later) to add your attribute value to the roll. Each attribute has a [i]base value[/i] and a [i]favoured value[/i], which is 1 to 3 points higher. If you're spending Hope to add to one of your [i]favoured skills[/i], you add the favoured value instead of the base value. [b]Body[/b] is your physical prowess. [b]Heart[/b] is your force of spirit. [b]Wits[/b] is your intelligence and cunning. Attributes aren't set directly by your culture, so I won't explain how they're calculated yet: the important thing right now is the difference between base and favoured values, and how they add to skills. [b]Skills:[/b] Everybody has the same set of [b]common skills[/b], but different cultures focus on different skills. Skills are rated from 0 to 6, with 0 being unskilled, 1 being poor, 2 being average, 3 being good, and 4 or higher being superior. As well as common skills, there are [b]weapon skills[/b], each of which represents your skill with a single weapon or group of weapons. More on those later. Common skills are arranged in a grid: [IMG]http://i56.tinypic.com/2vjepfp.png[/IMG] At the top of each column is the Attribute that's linked to that skill; its base value gets added to your skill roll if you spend Hope. If the skill is [i]favoured[/i] (noted by [i]underlining[/i] it) you add the favoured value instead. To the right of each column is the skill group, which is just used to organize the skills into logically related sections. [b]Personality[/b] skills are for social interaction: [b]Awe[/b] is used to impress or intimidate someone with your sheer force of presence; [b]Inspire[/b] is used to encourage people with stirring words and actions; and [b]Persuade[/b] is used argue using truth or falsehood. [b]Movement[/b] skills are for physical exertion: [b]Athletics[/b] is used to run, jump, climb and swim; [b]Travel[/b] is used to withstand the hardships of long journeys; and [b]Stealth[/b] is used to hide and move silently. [b]Perception[/b] skills are for seeing and noticing things: [b]Awareness[/b] is used to keep track of your surroundings; [b]Insight[/b] is used to understand others' motives; and [b]Search[/b] is used to make a concentrated effort to find things. [b]Survival[/b] skills are for dealing with hardship: [b]Explore[/b] is used to find your bearings when lost and deal with natural hazards (in comparison, Travel is used to avoid fatigue even on known roads - in unexplored wilderness, I'll call for both Travel and Explore rolls); [b]Healing[/b] is used t o treat wounds; and [b]Hunting[/b] is used to track animals and find food in the wilderness. [b]Custom[/b] skills are for civilized behaviour: [b]Song[/b] is for singing, reciting poetry and knowing the words to epics; [b]Courtesy[/b] is for etiquette and respecting traditions (often very important when you need to impress a great lord!); and [b]Riddle[/b] is for deducing information and concealing it from others. [b]Vocation[/b] skills are for the tasks society calls on: [b]Craft[/b] is for making and mending things and creating art; [b]Battle[/b] is for knowledge of tactics and the ability to keep your head in combat; and [b]Lore[/b] is for knowledge and learning. Beside each skill group is a space to record [b]Advancement Points[/b]. I'll sometimes (not always!) reward advancement points after you make a skill roll; at the end of the adventure, you cash these in to improve your skills. More on this later. So, your culture determines your basic ranks for common skills, and sets a few to be [u]favoured[/u]. Later you'll have a chance to raise skills, and declare more of them to be favoured. [b]Dwarves of the Lonely Mountain[/b] start with Awe 0, Inspire 2, Persuade 0, Athletics 0, Travel 3, Stealth 0, Awareness 0, Insight 0, Search 3, Explore 2, Healing 0, Hunting 0, Song 1, Courtesy 0, Riddle 2, [u]Craft[/u] 3, Battle 1, and Lore 0. Note that Craft is favoured, so if you spend Hope after making a Craft roll, you add your favoured rating in Body. [b]Hobbits of the Shire[/b] start with Awe 0, Inspire 0, Persuade 2, Athletics 0, Travel 1, [u]Stealth[/u] 3, Awareness 2, Insight 1, Search 2, Explore 0, Healing 0, Hunting 0, Song 2, Courtesy 3, Riddle 2, Craft 0, Battle 0, Lore 0. Note that Stealth is favoured, so if you spend Hope after making a Stealth roll, you add your favoured rating in Wits. [b]Elves of Mirkwood[/b] start with Awe 2, Inspire 0, Persuade 0, Athletics 3, Travel 0, Stealth 2, [u]Awareness[/u] 2, Insight 0, Search 0, Explore 0, Healing 1, Hunting 1, Song 2, Courtesy 0, Riddle 0, Craft 0, Battle 2, Lore 3. Note that Awareness is favoured, so if you spend Hope after making an Awareness roll, you add your favoured rating in Body. It's a good idea to have all the skills covered between your party, so keep an eye on which skills everybody has. [b]Standard of Living:[/b] This shows how prosperous your culture is. At the beginning, all your equipment comes from this culture, although as you adventure and find treasure you can move beyond your culture's standard of living. [b]Dwarves of the Lonely Mountain[/b] and [b]Hobbits of the Shire[/b] are [i]Prosperous[/i]: almost all of them live in great comfort, and they spend a lot of effort on decorating their items and making them artistic. Your weapons may not be more effective than others, but they're prettier. [b]Elves of Mirkwood[/b] are [i]Martial[/i]: living among the dangers of Mirkwood, their culture is organized for war - their equipment (and especially weapons) are well made, but of plain appearance since they don't have much leisure to embellish them, and while they have plenty of food so no one goes hungry, much of it is hoarded against bad times so except at special feasts, nobody eats lavishly. [b]Cultural Blessing:[/b] This is a special ability that's so ingrained in your culture, every member, from the lowest farmer to the greatest warrior, has access to it. They're each a unique ability with their own rules. [b]Dwarves of the Lonely Mountain[/b] are [i]Redoubtable[/i]: most people work out their [b]Fatigue[/b] rating (the higher, the closer you are to becoming [b]Weary[/b], which is bad) by adding up the weight of all their gear; dwarves do the same, but then they subtract their favoured Heart score from the total. [b]Hobbits of the Shirt[/b] have [b]Hobbit-sense[/b]: each hobbit in your group raises your [b]Fellowship[/b] rating by 1 point (Fellowship is a pool of points that everyone in the group can draw on; you spend Fellowship to regain Hope), and when making a [b]Wisdom[/b] roll (similar to a skill roll; your Wisdom represents your common sense - more on that later) you can roll the d12 twice and keep the best result. [b]Elves of Mirkwood[/b] are [b]Folk of the Dusk[/b]: when they are inside a forest or under the earth, or it is night, elves use their favoured attribute rating every time they spend Hope, not just when they spend it for favoured skills. Any questions on the above? If not, I'll move on to describing your next choices: weapon skills and specialties. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
[The One Ring] The Marsh Bell: Character Creation
Top