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Torchbearer 2nd ed: first impressions
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<blockquote data-quote="niklinna" data-source="post: 8629597" data-attributes="member: 71235"><p>Well tonight we had an interesting session. We had been on our way back to our previous adventure locale, to recover a bit of loot left behind and explore the region beyond, but on the way found a small group of cave-dwellers who had some prisoners who were in...bad shape. Lines & veils!</p><p></p><p>Anyhow, tonight we headed back to town to recruit a posse—but not <em>into</em> town as that would trigger town phase, which we were not prepared for. My character was Afraid and could not help or use Beginner's Luck. So we did a convince crowd conflict (and paid some cash) and were rewarded with the company of an officer who was along for glory but would not actually fight, and two guards. We did not accumulate any checks during the conflict. I thought about doing so at the beginning, but as I was also taking notes, that just got lost in the shuffle. We are <em>really</em> bad at taking checks!</p><p></p><p>Se we went back to the cave, had to tick the Grind a couple times just to get to the cave-dwellers. Our ranger took two checks to break a tie (finally!). There were 6 of them to fight against 4 capable fighters in our group (not including me, as my character still couldn't help!). Fortunately, our main fighter was able to do two incredible novas and take out all the foes, including the pregnant and near-term matriarch.</p><p></p><p>But then my character, whose Creed is "The innocent are worth protecting," rushed to do a C-section and deliver the baby. Of course the Obstacle was ridiculous and he failed the die roll (on which I took a check, knowing it was futile), resulting in a twist: Although I delivered the baby, all the feral children, seeing me go at the mother with a knife, grabbed knives of their own and rushed my character. Cut to title card—same time next week!</p><p></p><p>I gotta say, there are some aspects of conflicts I get, and a whole lot that just goes over my head. For some reason I can't follow the disposition of the NPCs at all. The idea of "weapons" in convince crowd conflicts also confused me at first. The "weapons" listed in the book (and there aren't many) each only have a benefit for a particular conflict action, but you have to have such a weapon to avoid a penalty with the others. It's starting to make sense, but at the time threw me for a loop.</p><p></p><p>I also wasn't expecting to have to do multiple checks to return to the cave when we'd already been there, and the system really was obtrusive there in that little clock time apparently passed but our torches were going. Still, the challenge was thick and when we did pull off that very skewed fight it was great! If only my character had been able to contribute....</p><p></p><p>But then he's back from the dead with a Nature of 1, so after one Beginner's Luck on Fighter, he'll have that rated at 2!</p><p></p><p>Too bad he's Afraid and unable to use Beginner's Luck....</p></blockquote><p></p>
[QUOTE="niklinna, post: 8629597, member: 71235"] Well tonight we had an interesting session. We had been on our way back to our previous adventure locale, to recover a bit of loot left behind and explore the region beyond, but on the way found a small group of cave-dwellers who had some prisoners who were in...bad shape. Lines & veils! Anyhow, tonight we headed back to town to recruit a posse—but not [I]into[/I] town as that would trigger town phase, which we were not prepared for. My character was Afraid and could not help or use Beginner's Luck. So we did a convince crowd conflict (and paid some cash) and were rewarded with the company of an officer who was along for glory but would not actually fight, and two guards. We did not accumulate any checks during the conflict. I thought about doing so at the beginning, but as I was also taking notes, that just got lost in the shuffle. We are [I]really[/I] bad at taking checks! Se we went back to the cave, had to tick the Grind a couple times just to get to the cave-dwellers. Our ranger took two checks to break a tie (finally!). There were 6 of them to fight against 4 capable fighters in our group (not including me, as my character still couldn't help!). Fortunately, our main fighter was able to do two incredible novas and take out all the foes, including the pregnant and near-term matriarch. But then my character, whose Creed is "The innocent are worth protecting," rushed to do a C-section and deliver the baby. Of course the Obstacle was ridiculous and he failed the die roll (on which I took a check, knowing it was futile), resulting in a twist: Although I delivered the baby, all the feral children, seeing me go at the mother with a knife, grabbed knives of their own and rushed my character. Cut to title card—same time next week! I gotta say, there are some aspects of conflicts I get, and a whole lot that just goes over my head. For some reason I can't follow the disposition of the NPCs at all. The idea of "weapons" in convince crowd conflicts also confused me at first. The "weapons" listed in the book (and there aren't many) each only have a benefit for a particular conflict action, but you have to have such a weapon to avoid a penalty with the others. It's starting to make sense, but at the time threw me for a loop. I also wasn't expecting to have to do multiple checks to return to the cave when we'd already been there, and the system really was obtrusive there in that little clock time apparently passed but our torches were going. Still, the challenge was thick and when we did pull off that very skewed fight it was great! If only my character had been able to contribute.... But then he's back from the dead with a Nature of 1, so after one Beginner's Luck on Fighter, he'll have that rated at 2! Too bad he's Afraid and unable to use Beginner's Luck.... [/QUOTE]
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