<b>Reposted from the Decipher LotR board:</b>
One of the coolest things in the MORIA boxed set is the concept of Peril as a game mechanic. For those of you who do not have the MORIA set, Peril is a unique method of generating random encounters. The Narrator sets a Peril TN and the party has to make combined Stealth tests to determine their success at avoiding danger.
This is a great idea that I hope Decipher will include in future modules. Right now, my characters are journeying through Mirkwood, so I thought I'd develop Peril rules for that evil place. Here's the base system with some questions following:
<b>Perils of Mirkwood </b>
Check every four hours, whether on the move or at rest.
<b>Peril TNs</b>
Area controlled (heavily patrolled) by Free Peoples (Elves or Woodmen): TN 5
Area marginally controlled (lightly patrolled) by Free Peoples: TN 10
Area is Wild or Uncontrolled: TN 15
Area marginally controlled by the Enemy: TN 20
Area controlled by the Enemy: TN 25
<b>Modifiers</b>
All Physical Test Modifiers from Table 9.8 where appropriate (Visibility and Lighting, Extreme Temperature, Terrain).
Party being stalked by Enemy: +5 to +10 TN
Party being protected by Ally: -5 to -10 TN
That's the system, in a nutshell. Comments and criticism welcome. Here are my questions then:
1. The combined contest rules on CB pg 225 state the participants make their test at -5 TN. I think this means contributors to the test have it <i>easier</i> than the leader, correct?
2. When traveling in a dark, dense forest like Mirkwood, would the mods for poor lighting, heavily obstructed terrain, and weather (say, dense fog) <i>help</i> the party avoid peril or <i>increase</i> their peril? On the one hand, one could argue that poor visibility would help cloak the characters. On the other hand, they're not able to see Peril themselves and react appropriately to avoid it. Or is the effect are visibility mods neutralized for these reasons--no modifier?
What say you all?
T.
RESPOND TO THE ABOVE