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Torchbearer 2e - actual play of this AWESOME system! (+)
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<blockquote data-quote="Manbearcat" data-source="post: 8760714" data-attributes="member: 6696971"><p>One question and one comment:</p><p></p><p><strong>Question </strong>- I remember when we were initially discussing Torchbearer I was talking about how much I appreciated Luke/Thor's "Adventure Length Budget" (number of Problems/Obstacles and Difficulty Level spread; not far afield from Skill Challenge tech!) while you were still unacquainted with it. How do you feel about it now?</p><p></p><p><strong>Comment </strong>- When I run it in the future for newish players, I'm going to be sure to recommend to my players to be inclined toward a liberal use of Feint when they have their adversary on the ropes (where their opposition is going to be inclined toward Defend to regroup and recover Disposition; for those who don't know the system, Defend is negated by Feint so the Defend action is lost and the Feinter makes an Independent Test to reduce the Disposition - HP in D&D parlance - of their opposition). I would recommend GMs make new players aware of this dynamic. The last game for 3 new players was a great game, but it did have an issue with this in one particular conflict. Before that I had only run TB for players that were long-experienced with the system so they well-understood this dynamic. Its particularly advisable when the stakes aren't terribly high and a minor concession for Disposition loss on their part won't be too punitive (because players are apt to want to Defend to recover lost Disposition when they're on the cusp of closing out a Conflict).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8760714, member: 6696971"] One question and one comment: [B]Question [/B]- I remember when we were initially discussing Torchbearer I was talking about how much I appreciated Luke/Thor's "Adventure Length Budget" (number of Problems/Obstacles and Difficulty Level spread; not far afield from Skill Challenge tech!) while you were still unacquainted with it. How do you feel about it now? [B]Comment [/B]- When I run it in the future for newish players, I'm going to be sure to recommend to my players to be inclined toward a liberal use of Feint when they have their adversary on the ropes (where their opposition is going to be inclined toward Defend to regroup and recover Disposition; for those who don't know the system, Defend is negated by Feint so the Defend action is lost and the Feinter makes an Independent Test to reduce the Disposition - HP in D&D parlance - of their opposition). I would recommend GMs make new players aware of this dynamic. The last game for 3 new players was a great game, but it did have an issue with this in one particular conflict. Before that I had only run TB for players that were long-experienced with the system so they well-understood this dynamic. Its particularly advisable when the stakes aren't terribly high and a minor concession for Disposition loss on their part won't be too punitive (because players are apt to want to Defend to recover lost Disposition when they're on the cusp of closing out a Conflict). [/QUOTE]
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