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Torchbearer 2nd ed actual play
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<blockquote data-quote="pemerton" data-source="post: 8545410" data-attributes="member: 42582"><p>First, @AbudlAlhazred (with apologies for the typo in the OP).</p><p></p><p>Second,</p><p>We had no trouble with this. I think at the point I called for a second torch to be lit, the significance of inventory slots - and that the game has a heavy emphasis on optimisation of the use of them - really hit home.</p><p></p><p>This could be useful - thanks!</p><p></p><p>With a torch having a two-turn duration, and with the high rate of failed checks and hence twists, it seems that the onset of a twist is going to overlap pretty regularly with the expiration of the light source. How do you handle this?</p><p></p><p>The only real advice in the rules is on p 44 of the Scholar's Guide:</p><p></p><p style="margin-left: 20px">Under normal exploration conditions, lighting a candle, torch or lantern does not require a test. If adventurers are plunged into darkness due to an unexpected turn of events, the game master may call for a Survivalist test to quickly get their light source lit.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Failure could mean a condition like afraid - your heart is pounding as you frantically scrape your flint and steel. or failure could mean a wicked twist - you drop your tools and can’t find them in the pitch black, and so remain in the inky darkness.</p><p></p><p>But if the twist is something sudden, like the reappearance of the driven-off mutant moles, then it seems to me that there's not yet scope to re-light the torch, with a test or otherwise.</p><p></p><p>This impression is reinforced by this on p 56 of the SG (and the example that follows it):</p><p></p><p style="margin-left: 20px">*Whenever a character has a few minutes to rest and collect their thoughts—regardless of whether they’re in the adventure, camp or town phase - they can consume a portion of food or water and alleviate the hungry and thirsty condition.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*The act of eating and drinking doesn’t cost a turn or check, or add to lifestyle cost - provided food or drink is available.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*Adventurers cannot eat or drink if they’re on the run, under pressure, in the middle of climbing a cliff, etc.</p><p></p><p>In the rules for spellcasting in the Dungeoneer's Handbook, there's also this (p 94; and there is an almost-identically worded rule for invocations on p 99):</p><p></p><p style="margin-left: 20px">Spells must be cast uninterrupted. If the magician or their helpers are disturbed - given a condition or forced to test or swept up in a disruptive twist - the spell misfires and is lost.</p><p></p><p>This is what makes me think that swarming moles must be dealt with before Wyrd Lights can be conjured.</p><p></p><p>Am I getting all this right, do you think?</p></blockquote><p></p>
[QUOTE="pemerton, post: 8545410, member: 42582"] First, @AbudlAlhazred (with apologies for the typo in the OP). Second, We had no trouble with this. I think at the point I called for a second torch to be lit, the significance of inventory slots - and that the game has a heavy emphasis on optimisation of the use of them - really hit home. This could be useful - thanks! With a torch having a two-turn duration, and with the high rate of failed checks and hence twists, it seems that the onset of a twist is going to overlap pretty regularly with the expiration of the light source. How do you handle this? The only real advice in the rules is on p 44 of the Scholar's Guide: [indent]Under normal exploration conditions, lighting a candle, torch or lantern does not require a test. If adventurers are plunged into darkness due to an unexpected turn of events, the game master may call for a Survivalist test to quickly get their light source lit. Failure could mean a condition like afraid - your heart is pounding as you frantically scrape your flint and steel. or failure could mean a wicked twist - you drop your tools and can’t find them in the pitch black, and so remain in the inky darkness.[/indent] But if the twist is something sudden, like the reappearance of the driven-off mutant moles, then it seems to me that there's not yet scope to re-light the torch, with a test or otherwise. This impression is reinforced by this on p 56 of the SG (and the example that follows it): [indent]*Whenever a character has a few minutes to rest and collect their thoughts—regardless of whether they’re in the adventure, camp or town phase - they can consume a portion of food or water and alleviate the hungry and thirsty condition. *The act of eating and drinking doesn’t cost a turn or check, or add to lifestyle cost - provided food or drink is available. *Adventurers cannot eat or drink if they’re on the run, under pressure, in the middle of climbing a cliff, etc.[/indent] In the rules for spellcasting in the Dungeoneer's Handbook, there's also this (p 94; and there is an almost-identically worded rule for invocations on p 99): [indent]Spells must be cast uninterrupted. If the magician or their helpers are disturbed - given a condition or forced to test or swept up in a disruptive twist - the spell misfires and is lost.[/indent] This is what makes me think that swarming moles must be dealt with before Wyrd Lights can be conjured. Am I getting all this right, do you think? [/QUOTE]
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