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Torchbearer 2nd ed: first impressions
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<blockquote data-quote="pemerton" data-source="post: 8562365" data-attributes="member: 42582"><p>I was thinking in the Adventure Phase.</p><p></p><p>Turns are a group resource, and - as a general rule - each test costs a turn. This means that making a test consumes a group resource for what is (at least in part) an individual benefit, namely, getting an advancement tick against a skill/ability. Which is a significant difference from Burning Wheel and RuneQuest (the two other systems I'm familiar with where advancement is based on making tests/rolls).</p><p></p><p>This means that action declarations take on an extra degree of significance.</p><p></p><p>In the session I GMed, the distribution of checks was not as equal as it might have been, and at least one of the players noticed.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8562365, member: 42582"] I was thinking in the Adventure Phase. Turns are a group resource, and - as a general rule - each test costs a turn. This means that making a test consumes a group resource for what is (at least in part) an individual benefit, namely, getting an advancement tick against a skill/ability. Which is a significant difference from Burning Wheel and RuneQuest (the two other systems I'm familiar with where advancement is based on making tests/rolls). This means that action declarations take on an extra degree of significance. In the session I GMed, the distribution of checks was not as equal as it might have been, and at least one of the players noticed. [/QUOTE]
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Torchbearer 2nd ed: first impressions
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