AW: [Der eine Ring] Regeln und Mechanismen
Habe folgende Regelkiritik bei RPG.net gepostet. Zu faul zum übersetzen, daher leider nur in Englisch. Look forward to your "futterzurück"
As many folks on this board I looked forward to the release of ToR RPG. There has been wide positive feedback based on initial reactions and I agree that in terms of visual quality and "feel" this game is very close to the mark.
However, I have some significant issues with the game systems. I also thought about some "houserules" to fix those, and would like to get your feedback on these. Please also share any additional "holes" and "quirks" you have discovered!
1. Culture defines about 75% of your character's traits
Not only do all members of a culture gain the same "cultural blessing", but a lot of skill ratings are defined by your culture. The custzomization options (selecting your calling; free skill points) are limited compared to this preset skillset. As a result, two characters of the same culture will be very similar, and even if you try very hard you won't be able to make two different characters from the same culture. And you won't be able to have a hobbit who is not very good at courtesy for example.
Suggested house rule: Reduce the skill ratings for commoin skills from culture by one each (3 becomes 2, 2 becomes 1 and 1 becomes 0). Increase number of free skill points from 10 to 30 - results in same total skill ranks, but with much more freedom
2. Traits give auto-success
Traits are similar to FATE aspects, but they do not give a fixed bonus, but an auto-success when the player can argue that a trait should apply to the test. This is an automatic success NO MATTER THE SKILL RANK OF THE CHARACTER AND NO MATTER THE DIFFICULTY OF THE TEST! So even if you have no skills in "explore" and you want to navigate the nastiest swamp you could imagine, a player with an "adventurouse" character could just argue that this is just an adventurouse thing to do and get an automatic success. A player with the "burglary" trait will ALWAYS succeed in picking pockets, opening looks or disarming traps. This hugely removes tension and exitement from play - having 4-5 players at the table (with each character having 5 traits) you can be sure that at least one will have a solid case to apply a trait to every test you can think of.
And - as opposed to FATE aspects - there is no cost to call in a trait.
This is combined with very different "power levels" of traits. Just compare the trait "smoking" (you know everything about tabaco) with above mentioned "burglary").
Suggested house rule: It costs a hope point to use a trait, and a trait gives a flat out +4 bonus to the test (instead of auto-success)
3. Rolling a "12" on the d12 is an auto-success
If you roll a "12" (or Gandalf-rune if you use the custom dice) on your feat d12, you have an automatic success. Again, this is valid NO MATTER YOUR SKILL NOR THE DIFFICULTY OF THE TASK. So if you never shot a bow, but want to hit a coin at maximum range with strong winds blowing at night, you have a 1:12 (about 8%) chance of hitting the coin. Same chance by the way for the best elven sharpshooter out there.
(Yes, of course a smart GM would call on common sense in such an extreme example, but the problem will come up at every table more borderline cases.)
Suggested house rule: A "12" on the feat d12 counts as a "10" and you may reroll and add the feat d12
That's it for now - look forward to your thoughts.
Best, Pat