Jessica M. Ney-Grimm, S. Coleman Charlton - Lord of the Rings Adventure Game (1991) by The Guidelines
Author:The Guidelines
Format: epub
FACING The Gamemaster may wish to use some sort of mechanism for keeping track of which way each character is facing, since it really helps determine what each character is aware of and what he or she is capable of doing. CONFLICTING ACTIONS Sometimes the actions of two or more characters may conflict, and the Gamemaster must resolve the problem. In general, both should make dice rolls modified by their respective Movement bonuses. Then the character with the higher of the two results succeeds, and the difference between the two results gives the Gamemaster some idea of how successful he or she was. The same result by both characters means a draw of some kind, and the Gamemaster must decide what happens. These conflict rolls are just used as a measure of the effectiveness and quickness of a character's action and do not affect the action being attempted. E ORIENTATION li If a character takes a confusing action (e.g., dives, falls, is knocked down, etc.), the Gamemaster may require an âorientationâ maneuver (modified by the Perception bonus of the character) to determine the awareness and readiness of the character. The GM should assign a difficulty as indicated in SECTION TWO. If the character fails the maneuver, - he or she loses the chance to take an action for one round. \ ] BASIC PERCEPTION If something happens during a combat that might be noticed by the characters (e.g., the arrival of new combatants, a character sneaking up to ambush someone, etc.) the Gamemaster may require a "perception" maneuver (modified by the Perception bonus of the character) from all characters who might notice it. The GM should assign difficulties as indicated in SECTION TWO. 20 CHARACTER COMMUNICATION When characters talk or plan in the midst of combat, it is assumed that they are talking out loud and may be heard by their foes. Of course if they are close together they may speak softly or whisper. If a long complicated discussion arises or a complex suggestion is made by one character to another, that should constitute their actÃon for that round. If agroup of characters holds a discussion on what to do or where to go, the amount of real time spent talking by the players should be treated by the Gamemaster as the time spent talking in the game by the characters. For example, if the group of players take 5 minutes to decide on how to enter a particular door, it will take 30 rounds of game time (30 rounds at IO seconds a round equals 5 minutes).
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