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What You're Missing with Torches in B/X D&D
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<blockquote data-quote="touc" data-source="post: 9821068" data-attributes="member: 19270"><p>Summary if you don't want to watch the full video. In general order:</p><p>[SPOILER]</p><p><strong>Theme: The Cheap Torch Is a Weapon </strong>(but not in the way you might think)</p><ul> <li data-xf-list-type="ul"><strong>Argument: </strong>I can convince you the Torch is the most useful non-magical item and more useful than many magic ones<ul> <li data-xf-list-type="ul">Players should fear running out of torches more than running out of HP in a dungeon</li> </ul></li> <li data-xf-list-type="ul"><strong>Your torch is a timer.</strong><ul> <li data-xf-list-type="ul"><strong>Rule: </strong>torches burn for 1 hour. Every 1 hr is the timer for a wandering monster encounter roll.</li> <li data-xf-list-type="ul">When a torch is about out, it signals a resource question & gamble. Can we go into the next room, keep going further?</li> </ul></li> <li data-xf-list-type="ul"><strong>Your torch has a ton of uses beyond light. </strong><em>My caveat, not his: if your DM isn't on board, many of these won't work.</em><ul> <li data-xf-list-type="ul">Morale is everything (if triggered, can cause foes to flee, even without a battle).</li> <li data-xf-list-type="ul">Fire is fear. If you know the morale rules, you can trigger them for intelligent foes by holding the line with a wall of fiery confidence.</li> <li data-xf-list-type="ul">Torches skew reaction rolls (a random roll how opponents treat you), tying into the above use of fire to intimidate and show confidence.</li> <li data-xf-list-type="ul">Fire is uncertainty. Low intelligent foes won't want to willingly charge into fire.</li> <li data-xf-list-type="ul">Torches force the dungeon to reveal itself. Ambushes rely on visibility, but your torch eliminates many surprises and is a lure for many monsters (oh, a light?), at which point you can exploit their curiosity and get them into a battlefield of your choice like a choke point.</li> <li data-xf-list-type="ul">More lights = fewer wandering monsters & more treasure (faster exploration, less getting lost). Treasure is primary focus in B/X and wandering monsters are a resource drain. You want to be exploring numbered rooms.<br /> Miscellaneous uses like hurt swarms, destroy webs, light gas pockets.</li> </ul></li> <li data-xf-list-type="ul"><strong>Summary: </strong>use the torch to dictate the tactical environment. They're the spine of dungeon exploration.<ul> <li data-xf-list-type="ul">If you're not using your torches, you're playing B/X in hard mode.</li> <li data-xf-list-type="ul">He finishes by asking for your anecdotes about how the lowly torch saved the day.</li> </ul></li> </ul><p>[/SPOILER]</p><p></p><p><strong>OP Question (can we port the above points to later editions like D&D?): </strong></p><ul> <li data-xf-list-type="ul">The morale, reaction, and wandering monster roll exploits are no longer set rules but totally discretion of the DM</li> <li data-xf-list-type="ul">There's fewer adventures (in my experience) written in the style of classic, true underground dungeons (wherein the deeper you go, the more dangerous it gets)</li> <li data-xf-list-type="ul">Fire damage is a lot less scary with D&D's increased HP than in B/X. In real life, very bad things would happen to be if I tried running through a bonfire. In D&D, that's 1d8 damage (create bonfire), not really a great bother, and even less so for a torch. In B/X, 1d8 hit points is a solid enough threat to low level folks.</li> <li data-xf-list-type="ul">It's so easy to "see in the dark" in D&D with species vision, limitless cantrip spells, and class abilities that torches may not be a thing for many D&D parties. And, with limitless cantrips, we can create light, fake fire, real fire, loud lure noises, and pretty much all the effects mentioned in the B/X video that torches might help one with, or send familiars to scout, etc.</li> <li data-xf-list-type="ul">Despite these limitations, the ideas the video presents are solid "one-shot" arguments for your DM. <em>Player: I wave my torch violently at the giant rats. I'm hoping the sight of fire triggers a primal response in them to flee. </em>Don't count on it working more than once. The DM might reward you for creativity but probably won't create a new "I win" rule with torch exploits. And, as mentioned in the last point, many of these could be done with D&D minor spells and abilities. Unless you're playing a 4-person all-human Fighter party, you've probably got them and don't need that beloved torch.</li> </ul></blockquote><p></p>
[QUOTE="touc, post: 9821068, member: 19270"] Summary if you don't want to watch the full video. In general order: [SPOILER] [B]Theme: The Cheap Torch Is a Weapon [/B](but not in the way you might think) [LIST] [*][B]Argument: [/B]I can convince you the Torch is the most useful non-magical item and more useful than many magic ones [LIST] [*]Players should fear running out of torches more than running out of HP in a dungeon [/LIST] [*][B]Your torch is a timer.[/B] [LIST] [*][B]Rule: [/B]torches burn for 1 hour. Every 1 hr is the timer for a wandering monster encounter roll. [*]When a torch is about out, it signals a resource question & gamble. Can we go into the next room, keep going further? [/LIST] [*][B]Your torch has a ton of uses beyond light. [/B][I]My caveat, not his: if your DM isn't on board, many of these won't work.[/I] [LIST] [*]Morale is everything (if triggered, can cause foes to flee, even without a battle). [*]Fire is fear. If you know the morale rules, you can trigger them for intelligent foes by holding the line with a wall of fiery confidence. [*]Torches skew reaction rolls (a random roll how opponents treat you), tying into the above use of fire to intimidate and show confidence. [*]Fire is uncertainty. Low intelligent foes won't want to willingly charge into fire. [*]Torches force the dungeon to reveal itself. Ambushes rely on visibility, but your torch eliminates many surprises and is a lure for many monsters (oh, a light?), at which point you can exploit their curiosity and get them into a battlefield of your choice like a choke point. [*]More lights = fewer wandering monsters & more treasure (faster exploration, less getting lost). Treasure is primary focus in B/X and wandering monsters are a resource drain. You want to be exploring numbered rooms. Miscellaneous uses like hurt swarms, destroy webs, light gas pockets. [/LIST] [*][B]Summary: [/B]use the torch to dictate the tactical environment. They're the spine of dungeon exploration. [LIST] [*]If you're not using your torches, you're playing B/X in hard mode. [*]He finishes by asking for your anecdotes about how the lowly torch saved the day. [/LIST] [/LIST] [/SPOILER] [B]OP Question (can we port the above points to later editions like D&D?): [/B] [LIST] [*]The morale, reaction, and wandering monster roll exploits are no longer set rules but totally discretion of the DM [*]There's fewer adventures (in my experience) written in the style of classic, true underground dungeons (wherein the deeper you go, the more dangerous it gets) [*]Fire damage is a lot less scary with D&D's increased HP than in B/X. In real life, very bad things would happen to be if I tried running through a bonfire. In D&D, that's 1d8 damage (create bonfire), not really a great bother, and even less so for a torch. In B/X, 1d8 hit points is a solid enough threat to low level folks. [*]It's so easy to "see in the dark" in D&D with species vision, limitless cantrip spells, and class abilities that torches may not be a thing for many D&D parties. And, with limitless cantrips, we can create light, fake fire, real fire, loud lure noises, and pretty much all the effects mentioned in the B/X video that torches might help one with, or send familiars to scout, etc. [*]Despite these limitations, the ideas the video presents are solid "one-shot" arguments for your DM. [I]Player: I wave my torch violently at the giant rats. I'm hoping the sight of fire triggers a primal response in them to flee. [/I]Don't count on it working more than once. The DM might reward you for creativity but probably won't create a new "I win" rule with torch exploits. And, as mentioned in the last point, many of these could be done with D&D minor spells and abilities. Unless you're playing a 4-person all-human Fighter party, you've probably got them and don't need that beloved torch. [/LIST] [/QUOTE]
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