Well it looks like my old blogspace got out of date, or something. On to the new. So I was playing an AiME (Adventures in Middle Earth rpg) game over a year ago, and it was very good. We stopped that because I was waiting for a specific book in the series to come out (Moria) and also I was excited about a new campaign book I had purchased thru a Kickstarter - Odyssey of the DragonLords. This was a classical greek setting, which is a subject area I really like (along with Egyptian). By the end of last year (2020) I was growing tired of that game, so it was great that christmas and new year gave us a break. During the break I had a great idea. Lets return to AiME and lets run the game as if the players were the Fellowship of the Ring, or at least a parallel copy of them. Then I watched The Hobbit movies and wanted to include that story in the sequence as well. Sadly there is a gap of over 50 years between the two stories, but what's the point of fantasy role playing if you can...
I started the session with a change of policy concerning rogues and surprise attacks. For some time I had not been happy with the way we had played with the way rogues can hide and attack, usually every round. This is especially true with hobbits who can hide behind other creatures... hide shoot, hide shoot etc. I had been reading a few articles here and there about it, and recently I found one that had a more reasonable explanation, which is the concept of not only being unseen, but also unknown. The idea is that just because a rogue hides behind a rock or a corner doesn't mean the viewer doesn't know about them, and when the rogue emerges from cover they are not unseen because they are known and expected. The gain unknown you have to distract the target or make an effort to remove yourself from their awareness. The argument here is not about sneak attacks, they can get that fairly easily. We are talking about having advantage every round. Anyway that is what I explai...
Comments
Post a Comment