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Torchbearer 2e - actual play of this AWESOME system! (+)
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<blockquote data-quote="rmcoen" data-source="post: 9165286" data-attributes="member: 6692404"><p>Yeah, I Iike the adrenaline rush of Hardcore in Diablo / Path of Exile / etc.... right up until the character dies unexpectedly and I have a punch-in-the-gut feeling about all the time now lost. And then I don't play the game any more for a long time. So I'm not the intended audience of this kind of game! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>My level of "adventuring sucks" is to throw some realistic weather at my players, and enforce the occasional Exhaustion or reducing overnight healing because of marching in 90-degree weather in full metal armour, or shivering in the unexpected cold rain all day and night. [Weather delivered not from a table, but from actual historical weather reports from geographically matching locations, 10 years ago.] Just small reminders that being out and about is not always "a lovely day for a walk"... but that's about it.</p><p></p><p>The party in my current campaign is in the center of a magically-devastated swamp, shrouded in an enchanted fog that obscures vision completely beyond 100-200 feet, being assailed by quartets of "mudlings" (Small semi-humanoid piles of mud, defending their "work site")... and mostly they are just accumulating minor bruises, and have to search (Survival check) each evening for a solid piece of land to rest on. I can totally see this in Torchbearer, thanks to the great synopses. Pathfinder checks for solid land and just travel, with high Obs because of the mist and terrain; massive Tolls for the environment. Maybe an extended Conflict - per the "Vagrant's Guide" perhaps? - to represent the mudlings minor but constant pressure and interruption to their journey to the ruined castle... Nevermind the mud-walled maze and puzzle-trap required to gain access to the castle! The PCs would all be crippled or dead before even reaching castle in Torchbearer! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p></blockquote><p></p>
[QUOTE="rmcoen, post: 9165286, member: 6692404"] Yeah, I Iike the adrenaline rush of Hardcore in Diablo / Path of Exile / etc.... right up until the character dies unexpectedly and I have a punch-in-the-gut feeling about all the time now lost. And then I don't play the game any more for a long time. So I'm not the intended audience of this kind of game! :) My level of "adventuring sucks" is to throw some realistic weather at my players, and enforce the occasional Exhaustion or reducing overnight healing because of marching in 90-degree weather in full metal armour, or shivering in the unexpected cold rain all day and night. [Weather delivered not from a table, but from actual historical weather reports from geographically matching locations, 10 years ago.] Just small reminders that being out and about is not always "a lovely day for a walk"... but that's about it. The party in my current campaign is in the center of a magically-devastated swamp, shrouded in an enchanted fog that obscures vision completely beyond 100-200 feet, being assailed by quartets of "mudlings" (Small semi-humanoid piles of mud, defending their "work site")... and mostly they are just accumulating minor bruises, and have to search (Survival check) each evening for a solid piece of land to rest on. I can totally see this in Torchbearer, thanks to the great synopses. Pathfinder checks for solid land and just travel, with high Obs because of the mist and terrain; massive Tolls for the environment. Maybe an extended Conflict - per the "Vagrant's Guide" perhaps? - to represent the mudlings minor but constant pressure and interruption to their journey to the ruined castle... Nevermind the mud-walled maze and puzzle-trap required to gain access to the castle! The PCs would all be crippled or dead before even reaching castle in Torchbearer! :-) [/QUOTE]
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