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The One Ring (2nd edition) rules summary


Vladim

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Some of the basics just to get the hang of it...

 

Roll when:

  • There is a chance for failure (duh), and at least one of the following is true:
  • There is danger. If the Player-hero does not risk anything by failing, do not roll. Or, if...
  • ...the action aims to obtain information that is not immediately available. Or, if...
  • ...the action aims to influence one or more uncooperative NPCs. If what the heroes ask of the Loremaster characters matches their own motives, do not roll.

Special success table:

Spend 6s to...

  • ...cancel another PC's failure.
  • ...score additional successes (if more than 1 are needed).
  • ...gain insight about something not necessarily related to the task at hand.
  • ...go quietly, without attracting attention.
  • ...widen influence, so that additional NPCs are affected.
  • ...make haste, completing the task in about half the normal time.
  • ...build advantage, gaining (1d) on your next roll.

Risk levels (p. 131):

  • Standard: A failed roll results in simple failure or success with Woe.
  • Hazardous: A failed roll results in failure with Woe (= serious negative event that can be dealt with).
  • Foolish: A failed roll results in failure with Disaster (= grievous negative event that cannot be prevented).

If unsure, roll on the Telling Table, making Standard likely. On a no, make it Hazardous. On an eye, make it Foolish.

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