happyskeletons
Topic Author
Posts: 1
Joined: Wed 19 Nov 2025, 04:17

House Rules

Sun 26 Apr 2026, 21:40

I'm a tinkerer. And though The One RIng 2E RPG is amazing, I gotta tinker. So here are some House Rules I've come up with for my The One RIng 2E RPG campaigns:

Target Numbers: All Player-heroes start with calculating their Target Numbers from a Base 20. When an Adventuring Phase of a Company ends resulting in a Shadow reduction of 3 for the first time, the Base to calculate Target Numbers decreases to 18. This reflects a favor bestowed upon the Player-heroes by a Vala for their efforts against the Enemy. A shared Distinctive Feature is also gained to indicate this, i.e. Hound of Araw, Chosen of Elbereth, Emissary of Ulmo, etc.

Unarmed: Unarmed combat CAN cause a Piercing Blow (a la Helm Hammerhand). The Injury rating is 10.

Brawling Attack Combat Proficiencies: Specific Brawling Attacks (Unarmed, Dagger, Cudgel/Club, etc.) May be chosen as a Combat Proficiency and increased in rank by expending Adventure Points. If this is done, the specific Brawling Attack no longer follows the Brawling Attacks rules.

Stance Order: Rearward Stance missile attacks take place first in combat, then in order Forward, Open and Defensive. Adversary missile fire order is unchanged. This gives dedicated bowmen Player-heroes a greater contribution to a combat, as exemplified by Legolas in both book and movies.

Eye of Sauron in Combat: If an Eye of Sauron is rolled by a Player-hero (or a Gandalf Rune for an Adversary) in an otherwise successful attack, it is a Success with Woe, I.e. the blade is stuck in the foe or wrenched from the hand, the bowstring snaps after launching the arrow, etc.

Endurance Loss and Wounds: If the total Endurance loss goes into the negative, if that negative value equals the Strength Rating or Attribute Level, a Wound is incurred.

Infection/Fever: Endurance loss reflects exhaustion, minor cuts, gashes, bruises and bashings. After a Combat, every Player-hero (except Elves, who being of the World are less susceptible to its hardships) must have a successful Healing skill roll made on them, or contract an infection, a fever, etc. - represented by a Moderate Poison injury. Inspired by Aragorn checking for injuries and needed healing care after the Fellowship escaped Moria.

Guide: A Player-hero selected as Guide must also assume one of the other three Journey Roles (Hunter, Look-out Scout). This way that Player-hero is still at risk to be an Event Target. Also, ALL Player-heroes must have a Journey Role, even if this results in a duplicated Role, for the same reason, that all Player-heroes are a risk to be an Event Target.

Forced Marches with Mounts: The Vigour of a mount is reduced by 1 if a Forced March is made during a Journey. This is only temporary and for the purpose of determining Fatigue relief at the end of the Journey.

Trolls - Caustic Blood: New Fell Ability for all Trolls - Caustic Blood. All Sword, Axe and Spear weapons that do NOT have an Enchanted Reward loose 1 Damage point for every Wound they inflict on a Troll. At 0 Damage the weapon is destroyed. This also applies to Bows if it is roleplayed that the archer is using recovered, non-magical arrows that caused a Wound to a Troll. Look up Hurin at the Fen of Serech.

Comments/Opinions welcome! :)
 
User avatar
Linklite
Posts: 361
Joined: Wed 21 Jun 2023, 23:44

Re: House Rules

Sun 26 Apr 2026, 23:45

* Is lowering the TN permanent? I found that TN18-X is too low for campaign use. It's too easy to pass once you're out of newbie period. Personally, I think this doubles down on a weakness of the system - TNs become meaningless over time. I would suggest increasing the TN to 22-X or similar,but that would've brutal for beginner characters. I think the game would benefit more from increasing TNs over time, rather than reducing them.

* PBs for Unarmed with very low Injury Ratings probably wouldn't break anything. However, look at the Brother to Bears Cultural Virtue for Beornings. This would devalue it somewhat, so you'd probably have to rebalance that.

* I'm not sure of the value of this proposal? If I'm at Rank 3 in Swords, and I want to be Rank 3 with a dagger, say. It would cost me 24 AP to get daggers to Rank 3. However, if I spend 20 AP on Swords, I can get it to Rank 4, and all Brawling, including daggers, to Rank 3. It never makes sense to start a set of Proficiencies for Brawling.

* This could work. It wouldn't normally be a meaningful choice though. Archers are free to target anyone, so it makes sense to leave them to last most of the time. If the Archer kills an Orc, that potentially leaves a Close Combat warrior orphaned and unable to engage anybody and therefore wastes their turn. However, if the Close Combat warrior kills it, the Archer can just target someone else.

* That's a novel take. Most LMs houserule it to be a crit fail in some manner. I can't comment on how I'd think that would go.

* It's a common thing for people to want to give dropping unconscious a bit more bite.

* I'd suggest toning this down a bit. Particularly for new PHs, that could be too brutal. Perhaps if they roll an Eye in combat or something triggers it, rather than every fight?

* The Guide has a ton to do anyway, they roll every segment, which can drain Hope. I'd be reluctant to bring them even further in. Player Heroes are all assigned a role anyway, and they get pick which has to resolve the Event. Perhaps you mean they have to roll for which one has to resolve the event?

* I haven't done a Forced March yet, so no comment.

* Is this a thing at the end of the Third Age? I don't recall it being mentioned.
 
User avatar
_ArthurDallas_
Moderator
Posts: 1388
Joined: Wed 04 Mar 2020, 03:22

Re: House Rules

Mon 27 Apr 2026, 04:16

I'm a tinkerer. And though The One RIng 2E RPG is amazing, I gotta tinker. So here are some House Rules I've come up with for my The One RIng 2E RPG campaigns:

Target Numbers: All Player-heroes start with calculating their Target Numbers from a Base 20. When an Adventuring Phase of a Company ends resulting in a Shadow reduction of 3 for the first time, the Base to calculate Target Numbers decreases to 18. This reflects a favor bestowed upon the Player-heroes by a Vala for their efforts against the Enemy. A shared Distinctive Feature is also gained to indicate this, i.e. Hound of Araw, Chosen of Elbereth, Emissary of Ulmo, etc.

Unarmed: Unarmed combat CAN cause a Piercing Blow (a la Helm Hammerhand). The Injury rating is 10.

Brawling Attack Combat Proficiencies: Specific Brawling Attacks (Unarmed, Dagger, Cudgel/Club, etc.) May be chosen as a Combat Proficiency and increased in rank by expending Adventure Points. If this is done, the specific Brawling Attack no longer follows the Brawling Attacks rules.

Stance Order: Rearward Stance missile attacks take place first in combat, then in order Forward, Open and Defensive. Adversary missile fire order is unchanged. This gives dedicated bowmen Player-heroes a greater contribution to a combat, as exemplified by Legolas in both book and movies.

Eye of Sauron in Combat: If an Eye of Sauron is rolled by a Player-hero (or a Gandalf Rune for an Adversary) in an otherwise successful attack, it is a Success with Woe, I.e. the blade is stuck in the foe or wrenched from the hand, the bowstring snaps after launching the arrow, etc.

Endurance Loss and Wounds: If the total Endurance loss goes into the negative, if that negative value equals the Strength Rating or Attribute Level, a Wound is incurred.

Infection/Fever: Endurance loss reflects exhaustion, minor cuts, gashes, bruises and bashings. After a Combat, every Player-hero (except Elves, who being of the World are less susceptible to its hardships) must have a successful Healing skill roll made on them, or contract an infection, a fever, etc. - represented by a Moderate Poison injury. Inspired by Aragorn checking for injuries and needed healing care after the Fellowship escaped Moria.

Guide: A Player-hero selected as Guide must also assume one of the other three Journey Roles (Hunter, Look-out Scout). This way that Player-hero is still at risk to be an Event Target. Also, ALL Player-heroes must have a Journey Role, even if this results in a duplicated Role, for the same reason, that all Player-heroes are a risk to be an Event Target.

Forced Marches with Mounts: The Vigour of a mount is reduced by 1 if a Forced March is made during a Journey. This is only temporary and for the purpose of determining Fatigue relief at the end of the Journey.

Trolls - Caustic Blood: New Fell Ability for all Trolls - Caustic Blood. All Sword, Axe and Spear weapons that do NOT have an Enchanted Reward loose 1 Damage point for every Wound they inflict on a Troll. At 0 Damage the weapon is destroyed. This also applies to Bows if it is roleplayed that the archer is using recovered, non-magical arrows that caused a Wound to a Troll. Look up Hurin at the Fen of Serech.

Comments/Opinions welcome! :)
...

Happyskeletons, I'd say we all go through this process when we start playing The One Ring RPG (TOR). Give it some time; you might end up keeping your house rules, or you might not.

Your first idea for TARGET NUMBERS is interesting, but I would reverse that rule: add a more difficult target number if a hero has 1 or more SHADOW points. I find this idea interesting (but it would be temporary until the next adventure cycle).

Linklite's explanations are very relevant. Give yourself time to play with the current rules. You'll eventually incorporate house rules.

Welcome to TOR,
Arthur.
Moderator (Free League Alien RPG Forums)
 
User avatar
Runang
Posts: 35
Joined: Sat 25 Apr 2026, 10:47

Re: House Rules

Tue 28 Apr 2026, 20:45

Happyskeletons,
thanks for the very interesting house rules. I am only at the beginning of my journey as LM and therefore stick to the book without tinkering, but your suggestions help to reflect on the purpose and ideas of the rules and so lead to a deeper understanding of the game system as such. Only so is progress / innovation possible.
Through the Darkness to the Light.

Who is online

Users browsing this forum: No registered users and 4 guests