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Torchbearer 2nd ed Kickstarter
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<blockquote data-quote="pemerton" data-source="post: 7972660" data-attributes="member: 42582"><p>I think I can answer this by drawing on my BW-wise.</p><p></p><p>The core mechanic is rolling a dice pool (rarely fewer than 2 dice, rarely more than 6 dice) with 4+ on d6 as a success. A certain number of successes is required - the target number of successess is called an <em>obstacle</em>, and ranges from 1 (easy) to 3-ish (where challenging begins) to 10 (the normal max, and pretty hard to achieve).</p><p></p><p>Injury in BW is via debuff. There are no hp or equivalent. Torchbearer seems to have a more formalised system of conditions, but there won't be hp.</p><p></p><p>Defence in BW is a mixture of parry/dodge (as opposed check, a bit like Runequest) and armour is a separate die pool rolled against an obstacle (the better the attacking weapons "versus armour", the higher that obstacle) to negate the damage that would otherwise be incoming. BW also has less complex resolution for combat where armour can factor as a buff on defence or debuff to attack instead. I would expect Torchbearer to use something in one of these neighbourhoods.</p><p></p><p>In BW the only thing that is D&D-basedis that a wizard's spells are discrete abilities that must be separately learned. (But casting itself is fatigue-based, not slot or point based.) I wouldn't expect Torchbearer to be much closer to D&D mechanically. But the tropes are there: halfling burglars, human wizards etc. (There are previews on the KS site that give some info about them.)</p><p></p><p>EDIT: just read [USER=7654]@Archade[/USER]'s post. In BW gear is often quite important, but there's no inventory/encumbrance system. Common sense prevails.</p><p></p><p>I don't know much about Torchbearer's system. but I think it might remind you a little bit of BitD - I would guess that it hasn't got the freewheeling "flashback" aspect, but that it does make inventory "slots" and their management quite important. Almost certainly far more playable than D&D-style weight/load encumbrance.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7972660, member: 42582"] I think I can answer this by drawing on my BW-wise. The core mechanic is rolling a dice pool (rarely fewer than 2 dice, rarely more than 6 dice) with 4+ on d6 as a success. A certain number of successes is required - the target number of successess is called an [I]obstacle[/I], and ranges from 1 (easy) to 3-ish (where challenging begins) to 10 (the normal max, and pretty hard to achieve). Injury in BW is via debuff. There are no hp or equivalent. Torchbearer seems to have a more formalised system of conditions, but there won't be hp. Defence in BW is a mixture of parry/dodge (as opposed check, a bit like Runequest) and armour is a separate die pool rolled against an obstacle (the better the attacking weapons "versus armour", the higher that obstacle) to negate the damage that would otherwise be incoming. BW also has less complex resolution for combat where armour can factor as a buff on defence or debuff to attack instead. I would expect Torchbearer to use something in one of these neighbourhoods. In BW the only thing that is D&D-basedis that a wizard's spells are discrete abilities that must be separately learned. (But casting itself is fatigue-based, not slot or point based.) I wouldn't expect Torchbearer to be much closer to D&D mechanically. But the tropes are there: halfling burglars, human wizards etc. (There are previews on the KS site that give some info about them.) EDIT: just read [USER=7654]@Archade[/USER]'s post. In BW gear is often quite important, but there's no inventory/encumbrance system. Common sense prevails. I don't know much about Torchbearer's system. but I think it might remind you a little bit of BitD - I would guess that it hasn't got the freewheeling "flashback" aspect, but that it does make inventory "slots" and their management quite important. Almost certainly far more playable than D&D-style weight/load encumbrance. [/QUOTE]
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