I've run a few home campaigns of *Fate of the Norns: Ragnarok*, and run dozens of convention games. In such a mechanically heavy game, it can be easy to forget or overlook some rules. Here are a few that I have seen players struggle with, or that took me a while to grok. # Stacking Amplify meta tags `Amplify` is probably every player's favorite meta tag. It's also an easy one to remember. "Double all the numbers." Double the damage, double the healing, double the move, double the knockback, double the intensity. It's fantastic. But that simple rule, "double all the numbers," is easy to misinterpret. Specifically, it fails to hold up when a player plays several `Amplify` runes. Each `Amplify` meta tag played increases the multiplier by 1. So an attack that deals 8 damage with 2 `Amplify` meta tags would deal 8 × 3 = 24 damage. Many players incorrectly calculate this as 8 × 2 × 2 = 32. In actuality, to get a multiplier of 4, 3 `Amplify` runes must be played. The discrepancy adds up quickly. Strong players are quick to recognize the utility of this meta tag. They are also quick to apply the doubling logic as a fast track to maximum effect. Perhaps an alternative to the quick "double all the numbers," would be something like, "add all the numbers again." For the above, that would look like: 8 + 8 + 8 = 24 Or maybe, "increase the multiplier by 1." Which would look like: 8 × (1 + 1 + 1) = 24 Both of these descriptions have the advantage that they incorporate the number of runes played in their base description. Maybe they'll help your group. Maybe not. See what works at your table. # Combo meta-tag limitations After the above mistake with `Amplify`, `Combo` accounts for the most shenanigans I've read online. The quick and dirty description of this meta tag is "other players may add runes to your chain." Players are quick to pick up on the utility of this meta tag, if only because it provides another way to those sweet, sweet, `Amplify` runes. But like before, the quick description does not convey the whole truth. The `Combo` meta tag comes with a couple stipulations: 1. Allies contributing to your rune chain must be adjacent. 2. Each use of `Combo` permits *one* ally to add runes to your chain. This limitation may not seem like a lot, but in some of the toughest fights, putting yourself adjacent to an ally may mean putting yourself in danger. **Bonus**: An often overlooked part of the `Combo` meta tag are the benefits they provide to the player adding to a rune chain: for each rune you contribute, you get a free Move 1 or Heal 1. # Talents need only a color match In the 2012 core rulebook, active talents can only be triggered by their specific bound rune. When new players first look at a character sheet, they quickly draw this conclusion just from the layout. But as of the 3rd edition rules (found in 2021's *The Children of Eriu* or 2023's *Runic Game System Rules*), active and social talents can be triggered with the bound rune, or **any rune of the same trait/color**. However, the exact bound rune is required for meta tags to be played. Furthermore, if the exact bound rune is used for a talent, you gain an extra +1 on its associated AV(s). This +1 is often forgotten. And leads to the next common oversight. # Computing AVs for talents Players remember bonuses listed in the talent. They remember to apply any bonuses from equipment, passive talents, and conditions. But often we forget: - +1 bonus from a trait match. As described above, you are required to match the color of the binding rune. But you get a +1 to any AV for which the action matches the trait. For example, if your "Lunging Attack" is bound to a red rune, you will get an extra +1 both to the move and the attack because the played rune is physical. For an exact matching red rune, you would get a +2: +1 for the physical rune and +1 from an exact match. Obviously you do not have much choice here during play, but it is worth considering when leveling or creating a character. - A single talent may contain multiple actions, and therefore multiple AVs. Bonuses can be considered on a per-action basis. Consider "Run Away Laughing": a Move and Heal. If the talent is bound to a physical rune, you can get +1 on the move. If its bound to a spiritual rune, you can get a bonus on the heal. Playing the exact bound rune will always give the +1 to both the heal and move actions. # Countering spells and ranged attacks This isn't a rule people get wrong, but it's one I overlooked for a very long time. And it's so useful for a Norn to keep in mind, especially when playing with very capable players. After triggering a ranged attack or Spell, an adjacent opponent may spend a rune to counter it. There are many times I had ample opportunity to use that at my table. I typically hold back on this when I'm teaching new players. However, in my home campaign, or when players are bringing their A-game, the gloves come off.
When I first started running *Fate of the Norns: Ragnarok*, I had already been game mastering RPGs for over a decade. Over that time I had adapted a pretty improvisational style across a handful of different games. I initially had difficulty adapting this style to *FotN:R*. The game's deep tactics are part of its appeal. Building out encounters to leverage those tactics takes preparation. Worse still, I struggled to adapt when players took a left turn. Over time, I found ways to adapt enemies on the fly. One of the main things was being able to improvise talents just as an encounter started out. I hope this article will help other GMs who find themselves in the same position. The talents listed here are easy to remember. They are also easy to breakdown and to learn how to approach making our own combat talents. # Whirlwind Attack The most obvious talent to include for a combat encounter is an Attack. Whirlwind Attack targets up to three creatures with a Weak Attack. Essentially,
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