Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

Some of these Orks were bigguns with Big Choppas that deal 2d10+5 damage (before factoring in armor) when your average PC's health is going to be between 6 and 10, but said Orks couldn't land an attack to save their lives.
Story of my god damn life, I will have the PCs be attacked by elite level enemies that outnumber and out-gun them, and they all end up being total jobbers. Either can't land a hit or do no damage.
 
This recalls to mind the One Ring rpg for Tolkien adventures in which there are detailed rules for travel. And I don't mean of the "riding horses travel 24 miles per day" type. You fill out a journey log with sections such as the year, the season, who you are appointing your guide, who is hunting for food, etc. And woe betide the party who skimped on putting points in Travel.

The game is oddly charming and very well suited for Tolkien adventures. Mechanically speaking, you can see how the hobbits relished the Prolonged Rest at Rivendell to reduce their Fatigue points.
That takes me back to when I was doing early TT RPG game design and I had 9 pages just dedicated to artillery it covered absolutely every single factor.
Man I should get back into designing them
When chasing down the orcs that had captured Merry and Pippin; Aragorn, Gimli, and Legolas run more than 130 miles in three days. This blows Eomere’s mind when they tell him, and is easily one of the best moments in The Two Towers.
The three day 200 mile marathons that people complete yes you can run 300 miles in a day can most people do it now can some people do it yes
 
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I'm worried this has taught them some bad habits, which is why the next session will feature a random encounter of 1d6 purestrain genestealers in the ship's air vents.
Your Rogue Trader random side-encounter: 1d6 purestrain genestealers.
My Dark Heresy campaign climax: 1 purestrain genestealer

When chasing down the orcs that had captured Merry and Pippin; Aragorn, Gimli, and Legolas run more than 130 miles in three days. This blows Eomere’s mind when they tell him, and is easily one of the best moments in The Two Towers.
That's one of the great things about Lord of the Rings. The 130 miles in three days is... in the boundaries of possible. It's beyond exhausting and very few could do it. But we can believe it. And the men of dunedain are a noble bloodline. Aragorn is... 87? That's a funny moment in the movies when Eowen learns how hold her crush is. In fact, some of the best moments are with Eowen. Honestly if I were Aragorn I'd have been sorely tempted to ditch Arwen on the spot for her. They have way better chemistry.

You know now that I've started sperging about One Ring, I want to continue. It's not an extensive game line. There's a core book which has plenty in it, there are two location supplements - a region book for Eriador and one for Moria and its immediate environs, a GM screen and a Beginner's Boxed set that contains dice, a cut down rulebook and some adventures with Bilbo. The adventures with Bilbo are very, very low-key in and around the shire. Like one of the encounters is sneaking past a small terrier - it would be a fine set of adventures for younger children. Actual combat in this game is relatively simple and partially abstract. It's dangerous but with some chances to survive death if you're quick and sensible about first aid. If you fight outside your abilities though - taking on a cave troll or something - you'll know it fast.

PCs have a Hope and a Shadow stat. Hope is like a pool that you can spend for extra dice - like Edge in Shadowun. But it's also a reflection in game of your spiritual state. And if it falls below your Shadow, your character becomes Miserable. When Miserable then rolling 1's can start to have negative consequences. Shadow starts low for characters but can rise through factors like your choices, the lands you are in and other things. It's a simple and effective mechanic that again captures the feel of Lord of the Rings very well and it can subtly and mechanically represent things like Gandalf's appearance at Helm's Deep or drawing the Light of Elendril. Or at the other end, Gandalf rolling 1's after days in the cold darkness of Moria and going off that bridge. It may sound twee but if you're an actual Tolkien fan you'll probably enjoy that.

Different "callings" (i.e. classes, though they're not very deterministic beyond some favoured skills and starting stuff) have particular Dooms that can come into play if Shadow gets out of control. Like for "Treasure Seeker" accumulating a lot of Shadow can lead to "Dragon Sickness". I.e. avarice.

Related to Shadow is a group level trait which is the Eye's awareness of it. Various actions can increase this. Using magic is a particularly egregious explaining why Gandalf will try for an hour to light a campfire in the rain rather than speak a word of power and ignite the wood. The base awareness is also increased based on where you are. Rambling in The Shire? Sauron is unlikely to be paying attention. Prowling through Mordor? Best believe he might notice you. If / when you become noticed, the dark lord's malign influence may manifest in the attention of fell beasts, ill-favoured environments and other things. Think of how Saruman sent the weather against the Fellowship when he became aware of them trying to cross the mountains, and they were forced to go via Moria to escape his attention.

That sort of low-key magic permeates the game. In one of the Beginner adventures depending on how you treat a large owl, other animals may regard you as courteous and considerate or rude and objectionable. And behave accordingly. A Dunedain character might even learn the language of birds and hear tell of orcs crossing the plains from them. And none of the groups regard their own abilities as magical. To an elf, speaking with a river is simply a matter of listening to what it says, it's not some magic spell. But to a man of Bree that's a magical feat. A fine coat of mithral might just be fine craftsmanship to a dwarf but is near magical to others. All of this fits exceptionally well with the natural magic feeling of Tolkien's world.

You can use the rules and most of the stats to set your game at any point in the timeline and anywhere. But the default time period for the game is near the end of the Third Age around fifty years before the events of The Fellowship of the Ring. Saruman is taking residence in Isengard and ordering its restoration, Bilbo has returned from his big adventure and is living in Bag End, busily writing letters and Frodo's parents are courting. There are rumours of orcs in the South bearing a sign of a single baleful eye and Wargs have grown bolder. It has a nice feel of bucolic splendour combing with growing menace.

It may not be to everyone's taste - I can't see the sort of player who likes to name their character "Farty the Fighter" and obsess over stats and tactics immediately picking it up. But it does a superb job of capturing the feel of living in Tolkien's world.
 
I find it funny that The One Ring is getting brought up in here, since I'm also a pretty big Tolkien fan and don't like its design at all as a TTRPG gamer.

The journey mechanic sounds like it makes sense and would add to feeling like a proper Adventure... until you actually go through more than one stage of that on the pen and paper. I found that shit absolutely tedious as a whole when I looked into it, and found that the structured design it went through with encounters and obstacles was not that great of a mechanic.

I dislike the shadow system mainly because it cripples any chances of playing an evil game. It's so strongly built into TOR's DNA I was genuinely shocked that the Dunlendings were a playable culture at all in the Rohan splat, which torque'd me since by this logic the original game should've had the chances of playing an Easterling, since as Laketown got rebuilt, you'd think traders from the Sea of Rhun would play.

It does work solidly and the pacing of corruption can happen. But the problem I kind of have with it is it feels like a case of them taking the Lord of the Rings books, and ignoring that there was an artifact oozing with corruption that was testing the people around them. Also the eye mechanic just... I hate on principle since Sauron was way too busy at this point rebuilding everything he lost after he got booted out of Dol Guldur.

Yes, corruption and falling exists quite a bit in the assorted tales. The dwarfs in the Hobbit fell to gold sickness. The Silmarils drove the Sons of Feanor into kinstrife, and the Ring tempted Boromir into failing his oath. Celebrian herself was badly ruined by Orcs to the point she sailed West on the Straight Path. But I think the problem I have with it is it got overemphasized for what it is.

Also the battle mechanics are clunky. You have four different types of positions you can melee in, and that affects your chances to hit and get hit. It's kind of a bitch to get down right. I also feel like the game has this weird mix of you feeling tough but exceedingly fragile too.

Also I should state that 1e also has Rohan as a setting too, which led to my biggest gripe: Why the fuck No Gondor? I eventually figured it was because the 1e guys were going to do it, but then Christopher Tolkien was dying and the estates cooked up their stupid tier system.

I dunno. It might just be because I think MERP exists and I prefer it more. I just have too many issues with TOR despite having a solid system.
 
@Adamska Was interesting to read all that. I wont debate you on any of your points because much of what you say is more about a mismatch of what it is versus what you want and that's very much a subjective matter of preference. And the one thing that isn't that you pick on is something I more or less agree with which is the four combat stances. I don't think it's awful - it's a quick shorthand way of adding some tactics to a theatre of the mind style game: I'm hanging back, we're forming a line and guarding the archer, I'm being reckless and charging the orcs, etc.. A GM could discard it and use a map and improvise modifiers as easily. So to me it's not an issue and more just a hand-holding for lighter players. But I don't disagree.

And again, not in the spirit of disagreement but just in why it suits my tastes I will reply to a couple of your points. I agree, the Shadow system not lending itself to an evil party is fair but it's LotR and there's much less expectation of playing such a party. So for me the Shadow system is a nice and thematic element. It's similar with the Eye system. Sauron is a busy dude, sure. But my expectation with the game is that it's going to lean towards heroes opposing evil. And things like magic are rare enough that if someone casts a spell he might notice. To him it may be little more than you or I noticing a fly on the table, but you might still swat that fly small though it is. You can also spin it as a lesser or more abstract servant's attention. Especially in shadowed lands. Both the mechanic and the fluff of the Eye encourage a party to be incognito and makes lands where evil is growing to feel different and oppressive. It's a matter of taste and I fully respect yours, I'm just saying that if you are in alignment with some of the game's assumptions, it works well.

As an aside, I liked how elves shake off Shadow less easily and typically start with lower Hope. They know their time is coming to an end and they hear the Grey Havens calling.

Combat - yes, it is a funny mix of heroically powerful yet fragile. Boromir might slay a dozen orcs and then be felled by an arrow. I haven't enough experience with it to have a fully formed opinion on it, yet though.
 
I think my Rogue Trader players might be brain-damaged. I ended up doing a whole dungeon crawl on a Feudal World for Gygax Day, which they completed last session. They decided that they were going to spend most of it getting caught in narrow chokepoints by Feral Orks and not retreating, half the time without their Ogryn in front. The stupid thing was that they didn't get punished for it. Some of these Orks were bigguns with Big Choppas that deal 2d10+5 damage (before factoring in armor) when your average PC's health is going to be between 6 and 10, but said Orks couldn't land an attack to save their lives. Only one of the PCs (aside from the Ogryn) got chunked hard enough to go into Critical Damage and got saved by the Magos having a medical mechadendrite handy, when statistically at least two of them should have had to burn Fate to avoid dying. I'm worried this has taught them some bad habits, which is why the next session will feature a random encounter of 1d6 purestrain genestealers in the ship's air vents.
Have you considered explosives?
 
That's just buying into it. Try going back to old school. Look up classic dnd orcs and try to really bring them to life, figure out how the old school fantasy felt and what made them tick. Would be more interesting.
I know I'm a bit late, but have you seen Mexico? Old-school orcs are probably less violent than the cartels. Just go whole hog with it and throw it back in WotC's faces. Have the orcs build shrines to Santa Muerte out of the bones of their enemies. Have their clerics perform bloody sacrificial rituals. Have them rampage and slaughter in her name instead of Gruumsh's.
 
I know I'm a bit late, but have you seen Mexico? Old-school orcs are probably less violent than the cartels. Just go whole hog with it and throw it back in WotC's faces. Have the orcs build shrines to Santa Muerte out of the bones of their enemies. Have their clerics perform bloody sacrificial rituals. Have them rampage and slaughter in her name instead of Gruumsh's.
After WotC released the Latinorx, the guy who ran Pathfinder for our group before our 4-year-long megacampaign ended and I started up Rogue Trader promised us a short campaign reenacting Blood Meridian but with wizards sometime in the future. (We decided that the Judge-analogue would probably be a high-level halfing eldritch scoundrel.)
 
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Looks like I'm getting rid of all my Pathfinder stuff.
 
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Looks like I'm getting rid of all my Pathfinder stuff.
One of the perks of our modern high density social media society is that these people shout loud and clear for all to hear. Makes it so much easier to avoid their product. They do not want anyone outside echo chamber to play their game and I do not want to support people who hate me.

Bye-bye pathfinder, I will not miss your janky brain rot action economy. ✌️
 
One of the perks of our modern high density social media society is that these people shout loud and clear for all to hear. Makes it so much easier to avoid their product. They do not want anyone outside echo chamber to play their game and I do not want to support people who hate me.

Bye-bye pathfinder, I will not miss your janky brain rot action economy. ✌️
It's almost surprising the level of truth in advertising going on. Oh, you hate me? Just for existing? And you're trying to sell me something? For money?

Lmao no. You get not a dime from me.

Get woke go broke! Enjoy dying starving on the streets or being on welfare or whatever.
 
I got digital books, can I get a refund?
I'm not sure. But just in case it might be a good idea for everybody to just send their digital copies of Pathfinder right back to the guy's email. That's how digital refunds work, right?

For the record: that was a joke. I was not implying anyone should troll him by flooding his inbox.
 
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One of the perks of our modern high density social media society is that these people shout loud and clear for all to hear. Makes it so much easier to avoid their product. They do not want anyone outside echo chamber to play their game and I do not want to support people who hate me.

Bye-bye pathfinder, I will not miss your janky brain rot action economy. ✌️
Pathfinder is a rip off of D&D 3.5 and anybody who says otherwise is an idiot the game is one of the most unoriginal concepts for TTRPG played it one time i was like you know i'm just gonna go play 3.5
what a talentless hack
 
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