TOR2e Changes From 1e
TOR2e Changes From 1e
TOR2e Changes From 1e
Hope
• Spending Hope is done before the roll, and gives one bonus die, or two if Inspired (results from invoking a Distinctive
Feature, from some Cultural Virtues, or from being aided by someone if you're their Fellowship Focus).
• Hope can be spent for a companion's rolls too, if an appropriate skill has at least one pip.
• Hope can be spent to achieve a magical success (set the Feat die to Gandalf) when used with appropriate artifacts or
powers (including the Elf cultural ability). Magical success can include otherwise-impossible effects (and can increase Eye
Awareness).
• Fellowship Pool points (now just called Fellowship) are not spent directly; instead they are only used to replenish spent
Hope at the end of an adventure (not session).
• Fellowship refreshes during Fellowship Phase, not at the end of sessions.
• A Fellowship Focus can be chosen at any point during the game.
• The only benefit of Fellowship Focus is that, if you spend Hope while supporting your focus, they are Inspired (which
only helps them if they also spend Hope).
• During Fellowship Phase, heroes recover Hope points equal to their Heart, and if their adventure was successful, they
also shed 1-3 points of Shadow.
• Heroes at 0 Hope regain one at a Prolonged Rest (e.g., overnight).
Shadow
• Shadow Weakness is now called Shadow Path.
• Corruption tests are now called Shadow Tests.
• Shadow Tests can be Dread (things they see), Misdeed (unethical actions they take), Greed (taking possession of
powerful items), or Sorcery (falling prey to dark magics). [Greed tests may be an artifact of editing that will disappear,
based on a note by Francesco.]
• Dread is opposed by a Valour roll; Greed and Sorcery by a Wisdom roll.
• Misdeeds cannot be opposed by a Shadow Test at all, save if they were done in ignorance, and then when the hero
learned the truth of their action, they attempt to remedy their own actions.
• Passing a Shadow Test may only reduce the number of points gained, depending on how extreme the gain and how
good the roll is.
• When your Shadow reaches your current Hope you become Miserable and fail all rolls with an Eye, regardless of total.
• Heroes can replace all accumulated Shadow (if it does not yet equal or exceed maximum Hope) with a Shadow Scar.
This affects them like a Shadow point, but cannot be removed except with the Yule undertaking Heal Scars.
• When your Shadow reaches your maximum Hope, you are Ill-favoured on all rolls, and must endure a bout of madness.
Players describe their own bouts of madness. Bouts of madness still advance along the Shadow Path.
• Each step along the Shadow Path brings a Flaw that works like an negative Distinctive Trait, which can make rolls
Ill-favored.
Gear
• Weapons no longer have Edge scores; all weapons invoke protection tests on 10 or Gandalf. (But note that weapons
can still be made Keen, which reduces this by one; see also Combat for spending a τ to get a protection test on lower
Feat rolls.)
• Most weapons have had their damage reduced; stats have been changed across the board.
• There is only one kind of headgear, the Helm, which offers +1d to protection, not a fixed plus.
• Standard of Living provides a player with a number of Useful Items which offer bonus success dice.
• Dropping a helm, weapon, or shield will reduce Load immediately.
Combat
• The Dagger skill is gone. Brawling attacks, including with a dagger, are now done with your best combat proficiency,
minus one success die.
• Most combat tasks added in later supplements (e.g., Adventurer's Companion) are gone, as are combat roles and other
combat rules from supplements.
• Stances no longer change TNs; instead, they add or remove bonus dice. Target number is based on Strength, modified
by parry.
• Rearward is now more comparable to Open in how hard it is to hit and be hit, not Defensive.
• One in three combatants, rather than one in four, can be in Rearward stance.
• Battle skill now breaks stance ties, instead of Wits.
• Combatants now get a main and a secondary action.
• Main actions include attacks, combat tasks, recovering from knockback, recovering from disarming, and large
movements.
• Secondary actions include smaller movements, weapon changes, searching the battlefield, or dropping gear to reduce
Load.
• τ results in combat can be used at the attacker's discretion for extra damage (Strength), or a +2 to Parry against the
next attack, or a higher Feat roll that might cause a protection test, or to use a shield to force a knockback.
• If you are made Weary on the same blow that causes a protection test, roll the test as if not yet Weary.
• Battle rolls can be used to remove complications or gain advantages in battle due to situations like terrain, weather,
and cover.
• Intimidate Foes always uses Awe, and strips one Hate or Resolve (see Adversaries) per success.
• Rally Comrades always uses Enhearten, and gives success dice instead of recovering lost endurance.
• Protect Companion uses a Battle roll, and gives its object a parry bonus.
• Prepare Shot uses a Scan roll, and gains dice for their next attack on the designated target.
• Combatants in close combat do not roll Athletics to escape combat; instead, they use an attack roll, foregoing damage
to instead escape the battle.
Councils
• Encounters are renamed Councils.
• Councils are not used as often as Encounters were in 1e, only for formal settings and events of extraordinary
importance, where the stakes are high.
• Instead of having multiple outcomes for different result scores, the company sets a particular goal, and the Loremaster
assigns a Resistance based on how reasonable a request it is.
• The introduction phase is always done by a spokesperson, and its outcome sets a time limit that takes the place that
Tolerance used to take. This result depends on the Resistance, and the result of the skill roll used in the introduction, but
not on player attributes, Standing, etc.
• Players cannot use the same interaction skill more than once, save through spending Hope.
• Loremasters can give additional successes to a successful roll for good roleplaying or persuasive arguments.
• Councils end either when the Resistance is reached, or the time limit is. Thus, the time limit is a limit of overall rolls,
not of failed rolls.
Journeys
• Journey roles are renamed: Look-out and Hunter instead of Look-out Man and Huntsman.
• Journeys are done almost entirely differently, in a style more like AiME than TOR e1.
• Hexes are 20mi instead of 10mi.
• The Guide makes a Marching Test (Travel); this determines how far the company gets before their first event. (Thus, the
better the Travel successes, the fewer events and the swifter and more safely the company reaches their destination.)
• Ponies and horses can add their Vigour rating to these Marching Tests (the Vigour rating amounts to a number of bonus
success dice that the company can use during a journey).
• Marching Tests are repeated until the destination is reached (at which point all steeds regain their Vigour).
• Perilous areas suspend the hex-by-hex counting and instead produce a fixed number of events depending on how
perilous they are.
• For each event, the type of event is determined by a Feat die roll, with both negative and positive outcomes possible;
this may be a favoured or ill-favoured roll depending on the type of terrain. Another die roll determines which journey
role the event challenges.
• Each event results in a die roll by the challenged player(s). Failing the die roll can result in outcomes including wounds,
Shadow, and Fatigue, the extension of the time required to reach the destination, or even the recovery of Hope, as well
as the possibility of a chance meeting.
• Each event always causes Fatigue, which means Fatigue is essentially inevitable on every journey; for instance, a
journey of 10 hexes would on average result in 6 or 9 Fatigue for every party member, depending on season. A Guide
with 4d in Travel might reduce this by about 1/3 or more with some Hope expenditures.
• Fatigue is not gained until the end of the journey.
• During the first Prolonged Rest after reaching the destination, heroes can roll Travel to shed 1-3 Fatigue.
• Heroes shed 1 Fatigue per Prolonged Rest thereafter, but only in sheltered and safe places.
• Terrain is greatly simplified; all terrain is either regular or hard, with hard terrain adding 1 day per hex to the travel
time.
• A Forced March allows for faster travel at the cost of more Fatigue.