I think there is one big problem with the accelerated combat pacing suggested in the rulebook: it revolves entirely around degree of success, completely ignoring weapon type and potential for damage. For example, consider a very weak Hobbit rogue with a dagger and a very strong Gondorian warrior with a great ax battling a horde of goblins. The Hobbit with a high DEX and high ranks in his dagger skill will actually be more effective at hewing down Orcs than the warrior with low DEX and an equal number of ranks in his ax skill. Furthermore, the potential toughness of the opponents is ignored using these rules: the Hobbit rogue would actually be even more effective at hewing down a horde of trolls rather than goblins, because the trolls are bigger and easier for him to hit.
My group came up with a variant that keeps the basic idea of the core book's "mook" rules while integrating the issues raised above. I've pasted it below for anybody who is interested to try out. I'd love to hear how other people feel it works out in play:
Optional – Horde Creatures: This optional rule manages large groups of creatures in combat more easily. If a creature in a horde takes damage equaling half or more of its Health Levels (round up) in a single blow, it falls mortally wounded (removed from combat). If it takes damage equaling at least two Health Levels in a single blow, it is seriously wounded (and will flee the battle on its next action). If it takes damage equaling at least half of its Health score (round up) in a single blow, it is lightly wounded. Any attack that inflicts less damage than half its Health score is a glancing blow that is ignored. A horde creature lightly wounded twice becomes seriously wounded, and a lightly wounded creature that is seriously wounded becomes mortally wounded. A horde creature seriously wounded twice, or that is seriously wounded and then lightly wounded, becomes mortally wounded. Horde creatures do not track Health boxes individually and do not suffer penalties for losing Health Levels. (For example, in a fight against a horde of wild brigands with 9 Health and 6 total Health Levels each, a brigand is lightly wounded by a blow that inflicts 5-17 damage, seriously wounded by a blow that inflicts 18-26 damage, and mortally wounded by a blow that inflicts 27 or more damage; a blow that does 4 or less damage is ignored.)
Scottomir's LOTR Game Resources:
http://www.geocities.com/scott_metz/