current version v1.01  
 
 

Version 1.01

A system is little more than a way to resolve matters within a game. It is simply a tool that is used to make the setting work to your satisfaction. A ruleset can have an enormous impact on actual play. Middle-earth can prove daunting for any system because it generates such passion from those who have distinct, personal views on its intricate ethics and significance.

The base mechanic for all actions is resolved with a twelve-sided die (d12). A player will in most cases take the appropriate Attribute and/or Skill and roll a d12. If the total result is greater than 11, then the action was successful. Any result of 11 or less is considered a failed attempt. Some actions, if they prove to be difficult, will require more successes. Modifiers can also vary the result of certain total roll requirements.

In most situations the Gamemaster will determine one Attribute and one Skill which will be added to the roll of the d12. If no skill corresponds to the action, the Attribute can be doubled and added to the d12 roll. In the case of a difficult action the Gamemaster may not allow the Attribute to be doubled. The final arbitrator in all situations is the Gamemaster.

There will be cases when the character is attempting an action that is opposed by another. This is called a Resisted Roll, it is resolved in the same manner as other actions, but both sides will roll. If both rolls succeed, the higher total wins and the margin of success is the difference in the totals. Obviously if one character makes a successful roll and the other fails, the one who succeeds is the winner. If both sides make a failing roll, then neither side accomplishes the desired action. In the case of a tie, the defender always wins (assuming there is a defender, if not it remains a tie).

 
 
 
Not all actions are the same. Some are either more difficult or can be much easier. In cases such as these the Gamemaster will apply a positive or negative modifier to the attempt. The table which follows will indicate the range of possible modifiers for the given situation.  

 

 
 
 
There are times for a character when simply making a minimal success is not good enough. This is the reason for the margin of success. The greater the margin, the higher the success of the action. It works much in the same manner as a target number (TN); however the player may not always know the minimum number required in order to succeed. The difficulty of the action and amount of successes needed is determined by the Gamemaster.  
 
 
 

When fighting occurs the action is divided into three-second segments called Rounds. It is during this brief bit of time when a character will have the opportunity to Strike and Defend. During a round a character may do both actions with no penalty. More accomplished characters can perform additional actions in a single Round.

An Initiative Roll is required at the start of each round, unless there is a situation (such as a surprise ambush) which will forego this process. The Attributes of Wisdom and Nimbleness are added to the roll of a d12. The same rules apply for Initiative Rolls as with Resisted Rolls. This can be particularly dangerous if one side or the other fails their roll (one or both actions for that given round may be lost if the Gamemaster sees fit). A tie means that both sides will act simultaneously.

Once the order of initiative has been determined, the characters declare their intentions. These actions are limited by time and some extended moves may not be possible to accomplish within this three-second window. Again it is the Gamemaster who has the final say in regard to such matters. Let common-sense dictate what can and cannot be achieved within a single Round.

The distance a character can move within a Round, and still manage to both Strike and Defend, is determined by their Movement. The formula for this distance is (Nimbleness + Might + 12). You will notice that this is the same as the maximum distance a character can cover in one second. But remember that is at a full sprint and a character would lose all other actions in that Round should they wish to do so.

Characters with a higher Nimbleness earn extra actions per round. With a Nimbleness of 6 the character will get one extra action; A 9 Nimbleness two extra actions; A 12 Nimbleness three extra actions.

The reward for receiving such actions does not come without a cost. All extra actions suffer a cumulative penalty of -1. The breakdown will be thus: -1 to 2nd Action; -2 to 3rd Action; -3 to 4th Action after the first free action in a Round.

In close combat the Character will Strike adding the scores of the Attribute Might and the Armed Combat Skill, then rolling a d12. The opposing character will add the Attribute Nimbleness and the Armed Combat Skill then roll a d12. Projectile weapons are similar, but will use Nimbleness and Ranged Combat. There are distance modifiers to the ranged attack; Close there is no penalty; -1 if at a short distance; -2 at a medium distance; and -3 if at a long distance. Also defense against a thrown or loosed weapon is more difficult. The Defend modifier is -1 to thrown weapons and -3 to loosed weapons.

Defend is a catch-all word that covers a number of different types of defensive actions in Armed Combat training such as dodging; parry; or block. There can be special types of Defend actions which would be listed in Battle-feats. There are times when the only chance for a character to succeed at a combat action is to make a Full Attack or Full Defense. By foregoing their second free action in a Round the character will receive a +3 bonus in Armed Combat to either their two Strike or Defend actions.

There are a number of different attacking Battle-feats that a character may learn and then attempt in combat. Each offers a unique style or method that can have a greater impact on the Armed Combat Strike. Some more daring or bold moves will have the potential to slay an opponent in a single attack, but often times it will come with a penalty to perform such a maneuver.

When a character fights in non-lethal combat they will use the Unarmed Combat Skill (and/or the Might or Nimbleness Attribute + d12) and damage from success will be applied to Stamina. Once a character’s Stamina has been completely spent they will fall to the ground unconscious. Any further attacks upon an unconscious character would turn lethal and thus it is then applied to a character’s Vitality.

 
 
  Combat does always play out in complete order, the field of battle can be confusing and actions are carried out at a rapid pace. To follow are a few complications which can (and often do) play a part in combat.
  • STRIKING FROM BEHIND: It is difficult to defend an attack from the rear. A distracted character that is occupied with another opponent or the victim of a surprise sneak attack cannot defend against the action. Those with the Wary Merit are the exception, and even then, should they be caught off-guard will suffer a -3 penalty to Armed Combat Defend rolls.
  • KNOCKED DOWN: When a character has been knocked to the ground or is lying down they will be unable to make a Strike during that round. Until a character returns to their feet, all further actions (Initiative, Strike, and Defend) are done with a -3 penalty. Getting back up must be accomplished by adding the Nimbleness Attribute to the Balance skill and rolling a d12 (with a score of 12 or higher).
  • FULL ATTACK: As mentioned earlier, this is a desperate action taken with no regard to making a Defend effort. A +3 bonus will be applied to all Armed Combat Strike rolls (this action does not apply for ranged attacks) during the round.
  • FULL DEFENSE: Allows for a character to take two Defend actions in a round. Further, there is a +3 bonus added to these actions. However the character loses any offensive opportunity and is still vulnerable to ranged attacks.
  • MULTIPLE OPPONENTS: Each additional foe (beyond one) attacking a single opponent will get a +1 bonus to all actions (to a maximum of six or +6) in the round. Also, they can only make their allotted number of Defend actions and if there are still opportunities for the extra attackers to Strike, the character will have a zero for Defend on rolls.
  • FIGHTING ON OR AGAINST A MOUNT: When combat occurs between those on horseback or other type mount and those on foot, modifiers will need to be applied. The mounted individual will have a +2 bonus to both Armed Combat Strike and Defend rolls. While the individual on foot will have a penalty of -2 on Strike and Defend rolls. There is also the size modifier which needs to be considered. A mount will increase the size by one, thus a normal (man) would be moved to the Large category. If a mount were to be struck down in battle, the mounted character would be subject to falling damage, as well as the rule for being Knocked Down.
 
 
  In the Hither Lands there are forces, both for good or evil, which evoke terrifying powers. The mere presence of some adversaries is enough to cause dread and inaction in their enemies. Fear is one of the most forceful weapons of the Shadow. Long has it been used to cause anguish and despair, while both weakening and bending the wills of those exposed to its threat. Always it serves as an underlying, subversive peril, Fear is a force which can compel others to either stand or fall through the manifestation of awe and terror.

In certain situations, most often seen in combat or other direct encounters, Fear requires a test of Will. Characters need in unopposed Fear tests to double their Attribute of Will and will roll a d12. If the result is 12 or higher the character can act without hindrance. Situational modifiers may apply and thus make the test more difficult to pass. Should a character fail, they are panicked and the severity of the Fear effect is dependent upon the degree of failure.

Some Fear tests can be resisted rolls. In most cases the minion (or ally) will use their skill of Intimidate plus Attribute of Will and roll a d12. The opposing character opposes using their Will x 2 + d12 roll. Should the Intimidate roll be 12 or higher and is greater than the resisted roll, the Fear attempt is successful. The strength of effect is determined by the margin of success. This is shown in parentheses on the Fear Effects table.

Situational modifiers can be applied to some Fear tests. These will apply to the roll and will either a bonus or penalty in resisting fear. The range of the modifier should be +/- of 1 to 6.

 
 
  Heroes often attempt bold, dangerous moves in combat and though the risk of failure is great, the benefit of such an action is well worth the cost. The lists of combat maneuvers provided in Hither Lands are merely a sample of the possible moves available. Gamemasters and players are free to make additions to the list of Battle-Feats, but it should be done so with a strict balance of risk and reward. As with Merits and Flaws the use of these combat maneuvers should not come to dominate the intent of the system and may be left out to allow for grittier, realistic play.
  • AIM: is a time-consuming action which seeks to locate the weakest point of the enemy. The character immediately forfeits Initiative for the round and a -2 on Defend, but it will yield a +1 on Strike and Threat.
  • BLADERUNNER: an exceeding dangerous and difficult maneuver where a character grabs an opponent’s weapon and then uses it against them. A -6 penalty is applied to the Strike. If successful the character gets a +3 to Threat. The opponent cannot Strike until they find another weapon. They also have a -3 to Initiative and Defend rolls in the next round.
  • BLOOD-LETTER: a daring, lunging action that attempts to drive through and knock-back an opponent. It has a -2 to Strike and a +2 to Threat. If successful the opponent will have a -2 on Strike and -2 on the next Initiative roll.
  • CLOVEN WRATH: is an offensive action where the character attempts to cleave the opponent in a driving, downward motion. There is a -4 to Strike, but if successful a +4 is added to Threat. The move will leave the character exposed with -2 to Defend.
  • COMEBACK: a defensive move that will reduce the advantage of the attacker. It requires a -2 on Defend, but will yield a -2 for the opponent’s Initiative and Defend in the next round.
  • COUNTER-FEINT: is an offensive action used to slow the opponent’s attack and also leave an opening to exploit. It requires a -2 on Strike, but will yield a -2 to the Strike for the opponent in the current round; -1 to opponent’s Initiative and Defend in the following round.
  • DISARM: a very risky maneuver that will relieve an opponent of their weapon. It will yield a -4 to Strike; -2 to Defend; should the disarm succeed the opponent will drop the weapon; lose Initiative the next round; cannot Strike during the current and next round; and opponent has a -4 to Defend.
  • DOUBLE-SHOT: is an action where two arrows are used in the attack. There is a -2 to Strike, but if successful the Threat from the arrow is doubled.
  • GOUGING FURY: this action typically uses a ranged weapon, such an arrow, in close combat. There is a -1 to Strike and a +1 to Threat: if successful.
  • HEROES GAMBIT: a risky opening move that will benefit the attacker, but can leave them vulnerable if unsuccessful. It has a +1 to Strike and Threat. However, a failed roll will cost the attacker -2 on Defend roll and a -2 on the next Initiative roll.
  • HEWN RAGE: is a sweeping attempt (of an edged weapon) to behead an opponent. There is a -5 penalty applied to Strike, but if successful a +5 is added to the Threat of the weapon.
  • HURRIED STRIKE: from this attempt one can quickly gain an advantage in battle. The action is declared before the round occurs. It yields a +3 to Initiative; -3 to Strike; and a +3 bonus to Threat.
  • LEAPING PASS: is an attacking move in which the character will both leap and pass by the opponent while attempting to hit. It will yield a +2 to Strike; a -1 to Threat; and if successful the character will have a +2 to Defend; and the opponent will have a -1 on their next Strike.
  • LOW-SWEEP: this move is an attempt to harm and knockdown an opponent. It is a difficult action with a -3 to Strike. Should it succeed, the opponent will have a -3 to all further actions (Initiative, Strike, & Defend) until they have returned to their feet.
  • PRESS: is used to slow the actions of the opponent while also seeking for an opening or attacking advantage. It has a -1 to Strike and a +1 to Threat. A successful action will yield a -2 to the opponent’s Strike and a -2 for their next Initiative roll.
  • RECKLESS COUNTER: a defensive move where the character gives up Initiative to attempt a intrepid and deadly counterstrike. The character has a -3 to Defend, however if successful they will then get a +3 bonus to Strike and Threat.
  • RUINOUS SMITE: a great forceful action where the character bashes the opponent. A -3 is applied to the Strike, if success a +3 is added to Threat. Also the opponent is knocked down. The opponent will have a -3 to all further actions (Initiative, Strike, & Defend) until they have returned to their feet.
  • RUN-THROUGH: is an attempt to drive a weapon through the chest or heart of an opponent. It is an exceedingly harsh move that is difficult to accomplish. A -6 penalty is applied to the roll, however if successful a +6 is added to the Threat of the weapon. Regardless of success or failure, a -3 is then applied to the Defend roll.
  • SUNDER SHIELD: is an offensive move to destroy an opponent’s shield. There is a -3 penalty to Strike, however, if successful the shield is rendered useless. In this move the opponent does not take physical damage.
  • TRIPLE-SHOT: is an action where three arrows are used in the attack. There is a -3 to Strike, but if successful the Threat from the arrow is tripled.
  • WILD STRIKE: is a desperate and reckless maneuver similar in likeness to Full Attack. A -3 is applied to Strike; +3 to Threat; and a -3 for the character’s Defend roll.
 
 
 
Not all the races and creatures found within Middle-earth are of the height. Smaller folk are more difficult to hit, yet at the same time are susceptible to greater loss of Lifeblood. It is the opposite for those greater in size. For instance, a Hobbit attempting to attack a very large minion such as a Dragon would have a +3 bonus to the Armed Combat Strike roll, while having a -3 to the Threat. Again the same logic applies in reverse for larger sizes.  
 
 
  Once a successful attack has occurred a character will suffer a wound. This damage is measured in Vitality and once that amount has reached its limit the character is mortally wounded. Vitality is determined by adding together the Attributes of Might and Will.

On the character sheet next to Vitality there are sets of circles which come in pairs. There are six pairs for a total of twelve; this is the maximum number of Vitality available to a character. Also there is a reserve, which will be explained later. Most characters will not have twelve in Vitality (at least to start) and will need to fill in those circles beyond the amount of points which they have. For instance, a character with nine (9) of Vitality will fill in the last three circles. This means is that should a character receive a wound(s) of nine points they would then be on the verge of death.

The damage system in Hither Lands is, in certain ways, a combination of hit points and wound levels. Characters will suffer penalties to all further rolls should a wound take them beyond a number of Vitality points. Taking damage beyond any pair of circles means that the character has received a certain type of wound.

Next to Vitality there are an additional twelve circles. This is a Reserve for characters who have beyond six in each Attribute of Might and Will. Damage would first be applied to the Reserve before filling in the Vitality circles.

 
 
 

Every weapon in Hither Lands has a Threat rating. Should a character have a successful Armed Combat roll higher than the opposing character’s Armed Combat Defend roll, then that Threat would be added to the number of successes. For instance, a character has a Strike roll of 14, while the opponent has a Defend roll of 12. This is two successes. It is then that the Threat rating of the weapon is applied to increase the number of overall successes. The number of successes is the damage which will take away Vitality points. Armour (if worn) will then soak and thereby reduce the number of total successes from the Strike and Threat.

Enchantments can further increase the Threat of a weapon, Spell-crafted items are +1; Lore-Crafted items are +2; and Dwimmer-crafted items are +3. It is also possible for an item to have a combination of these enchantments. The highest total number of enchantment bonuses is +6 and would be reserved for the most powerful items crafted in Middle-earth.

A character can wear some sort of protection that will soak up the number of overall successes from a Strike and Threat. Enchantments give equal bonuses to Armour as that of a weapon and thus increase protection.

Shields will provide a bonus to the Armed Combat Defend Roll. They do not, however, soak up successes after a Strike and Threat has succeeded. Enchantments give equal bonuses to a shield as that of a weapon or Armour and thus increase the bonus of the shield on a Defend Roll.

Cover can also provide a bonus to a Defend Roll, making the character more difficult to hit. It can also absorb an equal amount of damage and will reduce the number of overall successes from a Strike and Threat.

There are some Merits and Flaws which can also come into play during combat. The full list of Merits and Flaws will be detailed in a later section.

It is important to keep in mind that there are only two types of damage a character will take in Hither Lands, which are lethal and non-lethal. As stated before all lethal damage will be applied to Vitality and non-lethal damage will be applied to Stamina.

Stamina, which is a measure of endurance and resolve, is handled in a similar manner as Vitality in Hither Lands. The formula for determining this amount is Might + Will x 2. On the character sheet there are sets of four circles, which can be filled in each time they expend energy or need to reduce their overall condition. The Condition table in the previous column indicates the varying states of Stamina and applicable penalty modifiers (if any) on all further rolls.

 
     
 

Hither Lands is a completely unofficial site and is in no way affiliated with Decipher Inc., New Line Cinema, Tolkien Enterprises or the Estate of J.R.R. Tolkien, whose rights are fully acknowledged. Unless specifically indicated, Hither Lands in no way claims the artwork displayed to be our own. Copyrights and trademarks for the names, items and events from the books, films, articles, and other promotional materials are held by their respective owners and their use is allowed under the fair use clause of the Copyright Law. Hither Lands design and original artwork however are copyrighted under © 2004 Studio XII. Fundamental game design is copyrighted as © 2004 Lucid System.

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