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Torchbearer 2nd ed: first impressions
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8526727" data-attributes="member: 82106"><p>Ah, OK, so there are 'treasures' which can increase your precedence. I kinda figured that might be true, as I say I rather skimmed the Lore Master's Manual as I was mostly looking for information relevant to character generation. It makes sense of course that some kind of fiction-mediated mechanism would exist, even if only theoretically, to achieve that. I'm still a bit in the dark as to the likelihood of useful quantities of treasure/magic.</p><p></p><p>Ah, the (burning?) wheels of civilization have advanced far since the 1970s! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Right, my conclusion is that it really depends on the GM to regulate how quickly the PCs get worn down by A) the frequency and Ob at which they assess checks, and B) the frequency with which they impose conditions vs twists. Of course you can also get into a lot of trouble from the twists, but conditions represent a very real and immediate death spiral! </p><p></p><p>Help is important, though I wonder at [USER=6696971]@Manbearcat[/USER]'s proposed tweak, which seems like it increases the risk of helping. One of the salient features of helping is that it is LESS risky (but not riskless in general). </p><p></p><p>Nature IMHO represents a kind of 'battery', similar to Healing Surges in 4e, you can tax your nature, ideally in a way that engages your traits, and that increases your dice pool and thus removes some failures, at the cost of said tax. Given that successes both avoid conditions/twists, AND presumably could lead to treasures, yes I would say optimizing your use of your Nature is likely to factor heavily into success.</p><p></p><p>Honestly, from a designer perspective, I think there may be one or two more moving parts here than is ideal, I'm a very 'less is more' type of engineering guy. Still, it should be interesting to see what works, how, and why.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8526727, member: 82106"] Ah, OK, so there are 'treasures' which can increase your precedence. I kinda figured that might be true, as I say I rather skimmed the Lore Master's Manual as I was mostly looking for information relevant to character generation. It makes sense of course that some kind of fiction-mediated mechanism would exist, even if only theoretically, to achieve that. I'm still a bit in the dark as to the likelihood of useful quantities of treasure/magic. Ah, the (burning?) wheels of civilization have advanced far since the 1970s! ;) Right, my conclusion is that it really depends on the GM to regulate how quickly the PCs get worn down by A) the frequency and Ob at which they assess checks, and B) the frequency with which they impose conditions vs twists. Of course you can also get into a lot of trouble from the twists, but conditions represent a very real and immediate death spiral! Help is important, though I wonder at [USER=6696971]@Manbearcat[/USER]'s proposed tweak, which seems like it increases the risk of helping. One of the salient features of helping is that it is LESS risky (but not riskless in general). Nature IMHO represents a kind of 'battery', similar to Healing Surges in 4e, you can tax your nature, ideally in a way that engages your traits, and that increases your dice pool and thus removes some failures, at the cost of said tax. Given that successes both avoid conditions/twists, AND presumably could lead to treasures, yes I would say optimizing your use of your Nature is likely to factor heavily into success. Honestly, from a designer perspective, I think there may be one or two more moving parts here than is ideal, I'm a very 'less is more' type of engineering guy. Still, it should be interesting to see what works, how, and why. [/QUOTE]
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