Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
Torchbearer 2e - actual play of this AWESOME system! (+)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Manbearcat" data-source="post: 9125794" data-attributes="member: 6696971"><p>Alright, continuing on from my last post. TB2 has a Toll procedure ( [USER=42582]@pemerton[/USER] has mentioned above) as an opt-in. I have yet to use it. I use the stock Journey rules from the game and its TB1 and Mouse Guard predecessor. </p><p></p><p><strong>JOURNEY</strong>: This depends upon Adventure Site proximity to Town. If there is no threat of privation due to proximity to Town, then just cut straight to Adventure phase. If there is a mild threat, then its a simple test with one leg of consequential travel (no real change in dynamics), describe/telegraph the dynamics of the journey, call for 1 x test (typically Pathfinder, but could be something else if its applicable and depending upon obstacle and player approach) or contest (if its an adversary set against the PCs where you're going to roll Nature for the obstacle), factor obstacle or roll Nature, resolve Success w/ Condition or Twist. Charge the PCs 1 ration and begin Adventure phase if no Twist. If a PC earns a Condition, they lose the Fresh Condition if they had it. </p><p></p><p>If Twist, then resolve. This Twist is its own unique obstacle to overcome which may include 1 Turn of The Grind and/or may include 1 Turn of a light source. After resolution of Twist, cut to Adventure site and first obstacle of Adventure phase.</p><p></p><p>If the Journey is dynamic enough to feature a couple of legs, then repeat the first paragraph for a 2nd obstacle.</p><p></p><p>If the Journey is long and truly dynamic, then use a Journey conflict and handle procedure as normal (however, you're going to charge rations regardless). I typically just handle the "Journey Adversary" using Pathfinder distance factors and seasonal Weather factors as a guide for Nature (Mouse Guard just uses the Nature of the Season and this is similar) and describe situations (and their change post-resolution) on each turn of the Conflict that you're resolving. Health is your base disposition + Pathfinder or Sailor (whether land or water travel). Pathfinder is typically used for Attack and Feint (unless its over water and then it would be Sailor) with Survival typically used for Defend and Maneuver. Once Journey Conflict is resolved, cut to Adventure site and first obstacle of Adventure phase.</p><p></p><p>There is really no prep necessary here. You'll just index the map and possibly the season and use those as inputs to framing and resolution.</p><p></p><p>[HR][/HR]</p><p></p><p>All the time I have for now. I'll do <strong>Adventure </strong>in a subsequent post.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9125794, member: 6696971"] Alright, continuing on from my last post. TB2 has a Toll procedure ( [USER=42582]@pemerton[/USER] has mentioned above) as an opt-in. I have yet to use it. I use the stock Journey rules from the game and its TB1 and Mouse Guard predecessor. [B]JOURNEY[/B]: This depends upon Adventure Site proximity to Town. If there is no threat of privation due to proximity to Town, then just cut straight to Adventure phase. If there is a mild threat, then its a simple test with one leg of consequential travel (no real change in dynamics), describe/telegraph the dynamics of the journey, call for 1 x test (typically Pathfinder, but could be something else if its applicable and depending upon obstacle and player approach) or contest (if its an adversary set against the PCs where you're going to roll Nature for the obstacle), factor obstacle or roll Nature, resolve Success w/ Condition or Twist. Charge the PCs 1 ration and begin Adventure phase if no Twist. If a PC earns a Condition, they lose the Fresh Condition if they had it. If Twist, then resolve. This Twist is its own unique obstacle to overcome which may include 1 Turn of The Grind and/or may include 1 Turn of a light source. After resolution of Twist, cut to Adventure site and first obstacle of Adventure phase. If the Journey is dynamic enough to feature a couple of legs, then repeat the first paragraph for a 2nd obstacle. If the Journey is long and truly dynamic, then use a Journey conflict and handle procedure as normal (however, you're going to charge rations regardless). I typically just handle the "Journey Adversary" using Pathfinder distance factors and seasonal Weather factors as a guide for Nature (Mouse Guard just uses the Nature of the Season and this is similar) and describe situations (and their change post-resolution) on each turn of the Conflict that you're resolving. Health is your base disposition + Pathfinder or Sailor (whether land or water travel). Pathfinder is typically used for Attack and Feint (unless its over water and then it would be Sailor) with Survival typically used for Defend and Maneuver. Once Journey Conflict is resolved, cut to Adventure site and first obstacle of Adventure phase. There is really no prep necessary here. You'll just index the map and possibly the season and use those as inputs to framing and resolution. [HR][/HR] All the time I have for now. I'll do [B]Adventure [/B]in a subsequent post. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Torchbearer 2e - actual play of this AWESOME system! (+)
Top