That came into the game not long before release (you can see in the pre-release change notes), when we were looking for more non-combat sources of experience to make a wider range of builds viable. We're happy with how it turned out!
One mechanic I'd direct your attention towards if you're looking for things you'd consider putting into Beleriand is the rules for light and magical darkness. It's very simple, plays well, and makes light and dark a serious part of the game, which feels perfect for the Tolkienian setting.
Edit: Adding a description of the mechanic, since it's not in the manual.
Dungeon squares can by default be lit (light level 1) or unlit (light level 0). If you have light radius N then you add (N+1-k) to squares at distance k (where k < N+1). If you have dark radius N (= "light radius -N") you do exactly the same but subtract (N+1-k) instead of adding it. As well as the player, some monsters have a light or dark radius (as do some items on the ground). If the total light level on a square is positive, it's lit and you can see what's there. If a light-averse monster is on a square with light level L > 2, they get a penalty of (L-2) to morale and all of their rolls.
Edit 2: That's actually a very clunky description for such a simple mechanic. I hope the idea is clearly conveyed.
Edit 3: Perhaps a picture.
One mechanic I'd direct your attention towards if you're looking for things you'd consider putting into Beleriand is the rules for light and magical darkness. It's very simple, plays well, and makes light and dark a serious part of the game, which feels perfect for the Tolkienian setting.
Edit: Adding a description of the mechanic, since it's not in the manual.
Dungeon squares can by default be lit (light level 1) or unlit (light level 0). If you have light radius N then you add (N+1-k) to squares at distance k (where k < N+1). If you have dark radius N (= "light radius -N") you do exactly the same but subtract (N+1-k) instead of adding it. As well as the player, some monsters have a light or dark radius (as do some items on the ground). If the total light level on a square is positive, it's lit and you can see what's there. If a light-averse monster is on a square with light level L > 2, they get a penalty of (L-2) to morale and all of their rolls.
Edit 2: That's actually a very clunky description for such a simple mechanic. I hope the idea is clearly conveyed.
Edit 3: Perhaps a picture.
Code:
Shadow Spider (not moving), light radius -2; player, light radius 2; dark room: ######## ######## ######## ######## #******# #******# #******# #******# #**M***# #******# #******# #****..# #******# #******# #****..# #***@..# #****.*# #**....# #**.@..# #**....# #*.....# #*..@..# #*.....# #**...*# #*..@..# #*.....# #**...*# #******# ######## ######## ######## ########
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