We considered these variants:
Enoch wrote:- Whether you want to use any, all, or none of the modifications that Mythcreants has proposed to improve Torchbearer, and each of them has some merit. I'd like to discuss whether you all want to use any or all of them once we get a forum up. Those rules can be found here: Seven House Rules for Torchbearer Campaigns.
From those, we'll incorporate the following:
- Relaxed race/class pairings. If anyone wants something different in character generation, I'll adjudicate as GM. (We already did this and are past it for now.)
- Choosing a trait during Nature questions adds the trait rather than replacing your home trait. (Already implemented on existing sheets.)
- Skill customization - we implemented this by auditing all the sheets made to make sure they balance to the same totals. (Not all additional suppliment classes do.)
- Balancing conflict actions. Choosing Defend in a conflict will get a +2D against an Attack action.
- Abstemious ability. Applies only to the Halfling Burger at level 2 (so no impact yet), but we will adopt their rule to reverse it, allowing the halfling to change Angry to Hungry and resolve it by eating.
- Haggling does not raise the lifestyle cost in town. (It can make things better or worse as-written, anyway.)
- Changing the "Finding Work" rule in town. It now gives +2D cash, but also gives you the Exhausted condition. (It no longer raises the Lifestyle cost.)
- Helping someone grants you tests for advancement (not just if you spend a Check), but only if you post your roleplay for how your helping skill contributed to the success/failure.
We're also adding a house rule for Play-by-Posts:
- Assumed Help. the character conducting the primary action can check the other sheets for related skills and assume that the group works together, adding the +1D from each PC's help unless the other player posts roleplay to the contrary.
This rule sped up play in previous PbP games (because you don't need to wait for every other player to post between announcing your action and rolling your dice pool). It is also important because every test by every character advances the grind for the whole group, so it is important to assume that the group is working together on these tests. (The GM also sets difficulties based on this total die pool for the group-size, so it is important you DO actually work together.)
Collectively, this means:
- The primary actor describes their action and is given a roll and obstacle number by the GM.
- The primary actor adds up their own pool and the potential help from others (related/help skills are listed in the main rule book for each skill, each PC can add a potential +1D), then rolls the dice.
- Other characters can embellish the roleplay with their supporting actions (gaining the promise of advancement), or they can clarify that they're having no part of a specific action (potentially supporting their beliefs).
- All PCs who helped share the consequence of a failed roll, but if they add a post to the roleplay scene they also all mark advancement for their skill that was helpful as well. (This will make skill advancement faster, but that's a great thing in slow PbP.)
- Characters with high skills usually end up rolling the dice and those with more skills at 2 usually end up helping. In a larger group and in a PbP format, this makes sure that everyone gets to be part of the narrative and gain the benefits of advancement across the group.
Examples:
Clough faces a locked door in the dungeon where he's hoping to not get caught opening it, something his criminal life has prepared him for. The book says that Scout and Scholar are the Suggested Help for Criminal (p. 31). Clough has 4D Criminal and gains +1D each from Grimm's Scout, Tancred's Scout, Haar's Scout, Durgenor's Scout, and Ganna's Scholar. He rolls 9D and passes. Grimm posts that he adds his keen observation skills to work as a dwarf by listening to the tumblers and advising when the picks are working. Tancred posts that he keeps a lookout to provide warning if patrols are coming, helping avoid the group's detection while the lock is being picked. Ganna posts that she recognizes the ruins as being of the Cult of Valnor and therefore the number three is sacred to them - with this advice, Clough is better able to decode the tumblers within the locking device. Clough, Grimm, Tancred, and Ganna each record a "passed" test for their relevant skill while Haar and Durgenor didn't post and so don't do so.
Exceptions:
A few exceptions that will come into play early, so I'll lay them out now. Most exceptions are caused by Instincts - an instinct is each PC's one chance to say how they break a rule with their PC.
- An Instinct can allow a PC to make a test WITHOUT impacting the group and advancing the grind. (Grimm's "always tell a story," Haar's "Always look for new ingredients," and Durgenor's "Always look for good trash." are examples of this.) These tests are always performed ALONE and without help unless someone else has an equally-applicable Instinct.
- Clough's instinct of "Let others go first" specifically allows him to avoid harm from helping. If he helps and the group fails, he doesn't share the consequence.