Re: Delving, version 5.0
Posted: Mon May 25, 2015 3:28 am
Ok, there's a lot there. In the spirit of my last post, this is going to be mostly stream of consciousness. (Though I did do a warm-up session before hitting the reply button.)
Fellowship size might need to be a factor, but perhaps a small one... after all, the more people you have, the more torches and other supplies as well.
We also probably want to distinguish between a party that has prepared themselves for the delve and one who is taking that route as a desperate measure. The second party should be in big trouble, unless they've got a Wizard (or at least someone who knows The Art of Light) with them.
So how about this?
For a prepared party, Light normally starts at 3. A party might spend 1 point of Treasure for every two members in order to have lanterns and raise their Light score to 4. Someone who has studied with a Lampmaker may make a Craft test instead, each success raises the Light level by one.
So prepared parties have a Light score from 3 to 6. Having prepared Light sources adds 3 to each member's Encumbrance.
Unprepared parties must make a Craft check. Multiple heroes may make the check, but only the best result is considered. The party's Light score is equal to the number of successes (i.e. 0-3) and their Encumbrance is increased by the amount of the Light score.
When facing an obstacle, the party must make a Light test (always a base of TN 14), using their current score. If successful, the Light score remains at its current level. If it is failed, the company has a choice. On the first failure, the company may elect to Conserve Fuel. If they do so, any further rolls for Common Skills or Light Tests are Moderately Hindered (+2 to TN).
On any other failure (or if the heroes elect not to Conserve Fuel), the Light score is reduced by one. If the Light score is zero, all tests are Severely Hindered (+4 to TN). While the Light score is zero, it does not decrease but Light tests must continue to be made, for any rolls of the Sauron icon add to the Eye Awareness.
A company may elect to spend Hope in order to pass a Light test. The Heart attribute of the individual spending the Hope is used to determine the attribute bonus.
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Other than complexity (which a certain amount is unavoidable, in new rules), I think that does most of what you want. It doesn't unduly penalise large companies, but does make outfitting them optimally a bit more expensive. It also caps the Encumbrance penalty for Light at half its maximum value, which I think addresses issues we saw in previous versions of the rules.
Hopefully (pun intended) the spending of individual Hope for an abstract test (that doesn't produce APs) will mean that any Hope expenditures for Light tests get spread around.
Fellowship size might need to be a factor, but perhaps a small one... after all, the more people you have, the more torches and other supplies as well.
We also probably want to distinguish between a party that has prepared themselves for the delve and one who is taking that route as a desperate measure. The second party should be in big trouble, unless they've got a Wizard (or at least someone who knows The Art of Light) with them.
So how about this?
For a prepared party, Light normally starts at 3. A party might spend 1 point of Treasure for every two members in order to have lanterns and raise their Light score to 4. Someone who has studied with a Lampmaker may make a Craft test instead, each success raises the Light level by one.
So prepared parties have a Light score from 3 to 6. Having prepared Light sources adds 3 to each member's Encumbrance.
Unprepared parties must make a Craft check. Multiple heroes may make the check, but only the best result is considered. The party's Light score is equal to the number of successes (i.e. 0-3) and their Encumbrance is increased by the amount of the Light score.
When facing an obstacle, the party must make a Light test (always a base of TN 14), using their current score. If successful, the Light score remains at its current level. If it is failed, the company has a choice. On the first failure, the company may elect to Conserve Fuel. If they do so, any further rolls for Common Skills or Light Tests are Moderately Hindered (+2 to TN).
On any other failure (or if the heroes elect not to Conserve Fuel), the Light score is reduced by one. If the Light score is zero, all tests are Severely Hindered (+4 to TN). While the Light score is zero, it does not decrease but Light tests must continue to be made, for any rolls of the Sauron icon add to the Eye Awareness.
A company may elect to spend Hope in order to pass a Light test. The Heart attribute of the individual spending the Hope is used to determine the attribute bonus.
- - - - - - -
Other than complexity (which a certain amount is unavoidable, in new rules), I think that does most of what you want. It doesn't unduly penalise large companies, but does make outfitting them optimally a bit more expensive. It also caps the Encumbrance penalty for Light at half its maximum value, which I think addresses issues we saw in previous versions of the rules.
Hopefully (pun intended) the spending of individual Hope for an abstract test (that doesn't produce APs) will mean that any Hope expenditures for Light tests get spread around.