Thanks for that. Questions:
1) Every item is 1 Load and Strength score = Load? How does this work out in play, do you think? Punishing enough? Decision-point-ey with respect to treasure enough? How do Porters/Pack Mules work?
2) What is the Coin: Supplies economy like? Too forgiving? Punishing enough?
3) What is the Exhaustion Level Refresh Rate?
4) HP Threshold for Level of Exhaustion?
5) Exhaustion Level able to be accrued within the Panic rules (if not 1st order than 2nd order)?
6) How can Rations and Light Complications be made manifest (eg "you got x result on action resolution or y came up on encounter table...A colony of bats explodes from a chimney and moves all around you in the tightening passage...the flame gutters...do you protect it and accept and risk burns or bites - roll Light to see if it survives and save against fire/bats...or do you hit the deck and let it go out to save yourself...or something else?").
1) Stuff that's like bracelet sized or smaller can be stored 8 to a pouch, which takes up one slot. Generally I think it's appropriately punishing. BH runs on a 3d6 stat gen model, so a
lot of characters are going to be in the 8-12 range. Even a wizard has half of that filled just with his staff, spell book and other starting kit. It's tough to really load out on rations to short circuit the play loop. A porter or pack mule carries 12 items, which is cool, and neither are particularly expensive, but both suffer from morale and are squishy, so if you loaf them out with rations and count on it you could be in a serious pickle when they flee midway through a tough fight, or as the result of a fear mechanic roll. That should also give an idea about the treasure decision point, which really isn't about how much treasure can we all carry if we empty our packs. You can go double on STR slots at the cost of being encumbered and moving at half speed, but again, very risk-reward.
2) Coin is pretty forgiving as far as individual costs go, but the importance or rations and the cost of repairing the better armours balances that out IMO. There's no purchasing of magic items, so the only real choice with hordes of coin would, I guess, be the domain route. I haven't played this rules set far enough to have had to worry about that.
3) Exhaustion heals at best, in the wild, at the rate of one level per full day of rest. If you get to town it completely wipes after the first night under a civilized roof. There are some environmental things that could help, locations mostly, that could be found as part of exploration. Finding one would change the decision making process a lot.
4) HP and exhaustion aren't connected by a HP threshold other than going down to 0 and then being revived often results in a level of exhaustion.
5) Second order, 1 result on a d6 takes the character out of action, which might result in a level of exhaustion on revival.
6) Light would be made manifest, in my game, like any other adjudication. I call for a roll, and in this case, would narrate a failure (roll of 1-2) either as guttering or the bats, or just poof it's out if they bellied out the Usage Die. This could be complicated if it happen to coincide with a creature encounter, which it could (not by fiat, but by roll).
Drop the Torch rules, as in TB, are not part of the BH, but I'm going to write them into my hack, because most characters have something combat related they need both hands for. This would also be narrated, of course. That's also why you can hire Torchbearer retainers (just hope the git doesn't flee on you, although I would allow a test to rally them).