Tolwen
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Posts: 34
Joined: Sun 19 Jul 2020, 10:39

Hate/Resolve regeneration

Thu 18 May 2023, 10:24

Hi All,
is anyone aware of how fast and under which conditions Hate (1st and 2nd ed.) and Resolve (2nd ed.) of opponents in TOR regenerate? I am aware of the various mechanics for the equivalent in Heroes (Hope), but could not find any official ruling for the (very) bad guys.

Of course, Shadow creatures are often fodder and the question of regeneration is moot, as they are slain anyway. However, there is the possibility that opponents are able to retreat or flee. If they escape for good, the question is less of an issue of course, but a re-grouping or renewed encounter (shortly) afterwards (hours to days or even longer) may raise this question.

Of course it can be hand-waived, but I find this quite unsatisfactory and a bit arbitrary (since from the in-world perspective, these resources are subject to their own laws as well), so I'd like to have at least a guideline under which conditions and how fast the pools of these resources regenerate.

Best
Tolwen
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Harlath
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Joined: Sun 19 Jul 2020, 10:40

Re: Hate/Resolve regeneration

Thu 18 May 2023, 12:21

Full recovery between adventure (as they get their attribute rating of resolve/hate back, and these are generally the same).

Between session:

- if no short rest by the adversary, no recovery.
- if they can short rest, get might worth of hate/resolve back per session. Could add a point if you want to represent their equivalent of fellowship, but I’m not sure adversaries should have an equivalent. Fellowship is after all a feature of the free peoples generally. Maybe for some resolve focused foes.

Hope this offers a useful framework.
Last edited by Harlath on Thu 18 May 2023, 14:32, edited 1 time in total.
 
Tolwen
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Re: Hate/Resolve regeneration

Thu 18 May 2023, 12:43

Hope this offers a useful framework.
Yes, this provides a good guideline. Thanks for the quick reply :)
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Harlath
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Re: Hate/Resolve regeneration

Thu 18 May 2023, 19:57

No worries, glad to help. And nice to use existing structures in the game for this kind of thing. :)

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