Hello! Just got into this system so thank you for such a concise and informative video on combat! I have a question (I hope you don't mind!), at around 7:15 you mention that advantages or complications can be gained or removed for the whole battle with the battle skill. Is that using the special success table, or is there something I have missed?
I think the rules used to say (pg 101-102) that if you rolled a superior success on your Battle roll the advantage or complication would be gained or removed for the whole battle. However, Free League has updated the rules so that is no longer the case. Now if you gain a superior success, the advantage can be applied to an additional Player-hero for each Success Icon rolled.
I'm going to organize an adventure and your video has helped me a lot! Amazing content! All the rules are explained in a very comprehensive, understandable and entertaining way! Thank you so much! 🫶🏻 You got a subscriber! Hoping for more One Ring content!🙌🏻
This is mostly a re-upload of my older video although a few mistakes have been fixed and I cover some mechanics I missed last time. It has also come to my attention that Free League has updated some of the rules further. So even in this updated video, some of the rules have since been changed. You can find the changes here: freeleaguepublishing.com/wp-content/uploads/2023/09/TOR_CB_Errata_and_FAQ.pdf
Your videos about The One Ring RPG are great. Please don't stop. Soon I will acquire some of your ready-made adventures, translate (PT-BR) them and use them to play.
Why did they decide to remove stat blocks compared to the first edition? How can I, for example, do checks for enemies? How can I decide if an orc was able to lift a heavy object? Or was he able to convince the people in the village?
I can answer that from the perspective of someone who mostly GMs games like PbtA and Forged in the Dark: you decide. You don't need to make a roll to decide if the troll can lift a rock, you just decide if you want the troll to succeed or not and narrate the result. It might seem weird at first, but modern games have realized that they don't need to treat NPCs as players. Modern games empower the GM and tend to remove things that just hinder the narrative. When you think about it, it makes way more sense. If you can make the decision on how hard it would be to convince the villagers and YOU make the decision on how good the orc is at convincing villagers... Why can't you just decide what happens? You're already doing it all the time for 99% of what happens in the world (you don't roll for events that are adventure prompts) so this is just telling you that you're allowed to do it for the remaining 1%.
@@MCRP-Games it makes sense. But as a master, I also want to feel my world alive and unpredictable. If I always decide for myself what happens in the world, then it will become boring.
@@dzem5566 you don't need dice rolls to make your world feel unpredictable. On the contrary, it's much easier to do so when you're not obeying dice. Would your players be able to predict what the troll with do? What would they predict? Ok, now just have the troll do the opposite. I know it's hard when we've been formatted by games like D&D that have a pseudo-symmetrical design that was inherited from war games, but I promise that once you get used to it, you'll never want to go back. I know I've been spoiled by Blades in the Dark, but my main issue with The One Ring as a GM is that I have to roll at all. Once you get to GM a game like that you realize how much simpler it is to actually make a rich, unpredictable world and you'll never want to go back.
@@willattheworldsend it's mentioned on page 183 that "the capabilities of a foe […] use simplified rules to speed up gameplay". I'm pretty sure that's about it. Complex stat blocks and player-facing rules like standard d20 games make for complex and slow combat (/narrative) while skipping all that helps the loremaster focus on pushing the action/story forward
Quick rules question if anyone happens to know: What happens to a player that falls unconscious during combat through loss of endurance? Does that count as a wound or do they just lie there until the end of combat and come back at 1 HP? Let's complicate the situation a bit more, let's say they are Poisoned and taken an endurance loss at the start of the day to make them hit zero, is that them out for the day? Do they die or do they just live on at 1HP forever like some poisoned husk of a man! 😂 I found another minor one as well, can enemies use Hate during opening vollies for things like extra protection? I believe rules say one Hate per round but you're not really in a round yet. Thanks for any help people!
Players falling unconscious from endurance loss does not count as an extra wound. Pg 69 says that players reduced to 0 endurance wake after one hour with 1 point of endurance. Poison is calculated at the END of each day not the beginning. But the poison could take them down to 0 endurance which would then count as them dying. All that's on page 134. Then finally, on page 143 it says that enemies can spend Hate or resolve to gain 1d during combat. Opening volleys are part of combat so I think that would be allowed.
@@willattheworldsend ah yes some good points. Thanks for that, some of this stuff is not laid out the best. I see now in the bottom right of page 134 in the notes of Poison column of the Sources of Injury table that Hero is Dying if down to zero endurance. The hate during opening is interesting as the wording in the Errata is "Each combat round, an adversary can now spend a maximum of Hate/Resolve equal to their Might." and p94 never refers to Opening Volleys specifically as rounds but rather in Close Quarters Rounds says "...the gameplay is broken down into a cycle of rounds..." Cheers for your clarification, I do really enjoy the one ring but I do find myself up against confusing rules quite a lot
That's great thank you. I only received my copy this morning; can I ask, how do you calculate the defensive value? The hobbit archer has a value of 18 where his Strength TN is 14. Thanks again.
By 'defensive value' do you mean the 'Parry score' under Wits? That is shown on page 38 of the core rulebook. Hobbits' Parry score is calculated by taking their Wits Rating (in Fastred's case a 5) and adding 12. Fastred also has the Nimbleness Virtue that raises the Parry score by an additional point for a total of 18. The Parry score does not use Strength. If you are wondering how to get Target Numbers in general, that is shown on page 29. Normally, you start at 20 subtract a characters Attribute Rating. For these characters I used the alternate rules on page 18 (Tweaking the Target Numbers) where you subtract the Attribute Rating from 18 instead of 20 to make things a little easier for the players. Does this answer your question?
Right, I didn't make that fully clear in the video. When you roll on the Wound Severity Table, if you get a 1-10, the Wound takes as many days to heal as the result of the die. In this example I rolled a 6 so it will take 6 days to heal.
2 месяца назад+1
@@willattheworldsend By the way, I have also been the editor for the Portuguese edition of Vampire the masquerade, Mage the Ascention, Gurps 4th edition, I was elected as the editor/writer for the Living Forgotten Realms RPGA Campaign in 4th edition for Latin America that edited all 4th editions adventures for Baldur's Gate at that time, I am also editor for Cyberpunk, and The Witcher... and I also building a Multimidia RPG Campaign Setting for 5th edition
Hello! Just got into this system so thank you for such a concise and informative video on combat! I have a question (I hope you don't mind!), at around 7:15 you mention that advantages or complications can be gained or removed for the whole battle with the battle skill. Is that using the special success table, or is there something I have missed?
I think the rules used to say (pg 101-102) that if you rolled a superior success on your Battle roll the advantage or complication would be gained or removed for the whole battle. However, Free League has updated the rules so that is no longer the case. Now if you gain a superior success, the advantage can be applied to an additional Player-hero for each Success Icon rolled.
@@willattheworldsend Thank you very much!
I'm going to organize an adventure and your video has helped me a lot! Amazing content! All the rules are explained in a very comprehensive, understandable and entertaining way! Thank you so much! 🫶🏻 You got a subscriber! Hoping for more One Ring content!🙌🏻
Clear, concise, and simple. Thanks for laying this out so clearly!
Phenomenal work! I wish you uploaded more TTRPG content, especially more LotR/TOR RPG content. You are a talented video-maker.
Thank you! I've got lots of stuff in the works. More ideas than time unfortunately, but there's lots more coming.
Really helpful and useful video. Thank you.
Very informative! Great layout and I liked the animations. They helped keep actions in order!
I really appreciate these videos!
This is mostly a re-upload of my older video although a few mistakes have been fixed and I cover some mechanics I missed last time. It has also come to my attention that Free League has updated some of the rules further. So even in this updated video, some of the rules have since been changed. You can find the changes here: freeleaguepublishing.com/wp-content/uploads/2023/09/TOR_CB_Errata_and_FAQ.pdf
Appreciate the dedication!
Your videos about The One Ring RPG are great. Please don't stop. Soon I will acquire some of your ready-made adventures, translate (PT-BR) them and use them to play.
Much appreciated 🙂
Why did they decide to remove stat blocks compared to the first edition? How can I, for example, do checks for enemies? How can I decide if an orc was able to lift a heavy object? Or was he able to convince the people in the village?
It is a strange thing to take out. I am hoping to interview the game creator at some point. I will add that to my list of questions.
I can answer that from the perspective of someone who mostly GMs games like PbtA and Forged in the Dark: you decide.
You don't need to make a roll to decide if the troll can lift a rock, you just decide if you want the troll to succeed or not and narrate the result. It might seem weird at first, but modern games have realized that they don't need to treat NPCs as players. Modern games empower the GM and tend to remove things that just hinder the narrative.
When you think about it, it makes way more sense. If you can make the decision on how hard it would be to convince the villagers and YOU make the decision on how good the orc is at convincing villagers... Why can't you just decide what happens? You're already doing it all the time for 99% of what happens in the world (you don't roll for events that are adventure prompts) so this is just telling you that you're allowed to do it for the remaining 1%.
@@MCRP-Games it makes sense. But as a master, I also want to feel my world alive and unpredictable. If I always decide for myself what happens in the world, then it will become boring.
@@dzem5566 you don't need dice rolls to make your world feel unpredictable. On the contrary, it's much easier to do so when you're not obeying dice.
Would your players be able to predict what the troll with do? What would they predict? Ok, now just have the troll do the opposite.
I know it's hard when we've been formatted by games like D&D that have a pseudo-symmetrical design that was inherited from war games, but I promise that once you get used to it, you'll never want to go back. I know I've been spoiled by Blades in the Dark, but my main issue with The One Ring as a GM is that I have to roll at all. Once you get to GM a game like that you realize how much simpler it is to actually make a rich, unpredictable world and you'll never want to go back.
@@willattheworldsend it's mentioned on page 183 that "the capabilities of a foe […] use simplified rules to speed up gameplay".
I'm pretty sure that's about it. Complex stat blocks and player-facing rules like standard d20 games make for complex and slow combat (/narrative) while skipping all that helps the loremaster focus on pushing the action/story forward
Quick rules question if anyone happens to know: What happens to a player that falls unconscious during combat through loss of endurance? Does that count as a wound or do they just lie there until the end of combat and come back at 1 HP? Let's complicate the situation a bit more, let's say they are Poisoned and taken an endurance loss at the start of the day to make them hit zero, is that them out for the day? Do they die or do they just live on at 1HP forever like some poisoned husk of a man! 😂
I found another minor one as well, can enemies use Hate during opening vollies for things like extra protection? I believe rules say one Hate per round but you're not really in a round yet.
Thanks for any help people!
Players falling unconscious from endurance loss does not count as an extra wound. Pg 69 says that players reduced to 0 endurance wake after one hour with 1 point of endurance.
Poison is calculated at the END of each day not the beginning. But the poison could take them down to 0 endurance which would then count as them dying. All that's on page 134.
Then finally, on page 143 it says that enemies can spend Hate or resolve to gain 1d during combat. Opening volleys are part of combat so I think that would be allowed.
@@willattheworldsend ah yes some good points. Thanks for that, some of this stuff is not laid out the best. I see now in the bottom right of page 134 in the notes of Poison column of the Sources of Injury table that Hero is Dying if down to zero endurance.
The hate during opening is interesting as the wording in the Errata is "Each combat round, an adversary can now spend a maximum of Hate/Resolve equal to their Might." and p94 never refers to Opening Volleys specifically as rounds but rather in Close Quarters Rounds says "...the gameplay is broken down into a cycle of rounds..."
Cheers for your clarification, I do really enjoy the one ring but I do find myself up against confusing rules quite a lot
That's great thank you. I only received my copy this morning; can I ask, how do you calculate the defensive value? The hobbit archer has a value of 18 where his Strength TN is 14. Thanks again.
By 'defensive value' do you mean the 'Parry score' under Wits? That is shown on page 38 of the core rulebook. Hobbits' Parry score is calculated by taking their Wits Rating (in Fastred's case a 5) and adding 12. Fastred also has the Nimbleness Virtue that raises the Parry score by an additional point for a total of 18. The Parry score does not use Strength.
If you are wondering how to get Target Numbers in general, that is shown on page 29. Normally, you start at 20 subtract a characters Attribute Rating. For these characters I used the alternate rules on page 18 (Tweaking the Target Numbers) where you subtract the Attribute Rating from 18 instead of 20 to make things a little easier for the players.
Does this answer your question?
@@willattheworldsend Yes, brilliant, thank you. 🙂 Subscribed.
How do we know that the Severe Injury takes 6 days to heal? I couldn't find it anywhere how long a Wound takes to heal.
Right, I didn't make that fully clear in the video. When you roll on the Wound Severity Table, if you get a 1-10, the Wound takes as many days to heal as the result of the die. In this example I rolled a 6 so it will take 6 days to heal.
@@willattheworldsend By the way, I have also been the editor for the Portuguese edition of Vampire the masquerade, Mage the Ascention, Gurps 4th edition, I was elected as the editor/writer for the Living Forgotten Realms RPGA Campaign in 4th edition for Latin America that edited all 4th editions adventures for Baldur's Gate at that time, I am also editor for Cyberpunk, and The Witcher... and I also building a Multimidia RPG Campaign Setting for 5th edition
That is quite the impressive list of projects!
What does a multi-media campaign setting entail?
Where did you get those tokens? They seem very well-made!
@Cyricistic Thanks! I made those right in After Effects, I think.
The only thing about the 1ring 2nd edition is that the combat sucks and is boring it needs way more.