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  1. A few minor glitches in the preview
  2. Instincts vs. Recovery Order
  3. Notes for running Torchbearer with the preview and MG
  4. Kickstarter Thief Clarification/Feedback
  5. No friends = orphan
  6. A Few Questions
  7. power level question
  8. five players and one GM?
  9. Caves of Chaos
  10. TB at Origins?
  11. complexity versus fun/challenging questions
  12. Handling Suprise
  13. A Few Questions
  14. Torchbearer Resources
  15. Torchbearer Errata - where to post?
  16. The interaction between turns and map (complexity)
  17. Gear Sheet
  18. Gear slots for armour and shield.
  19. Does Torchbearer go beyond the dungeon, camp, and town?
  20. More characters than players?
  21. can a cleric wear plate at 1st level or higher level?
  22. skills not on the character sheet like sailor--are they defined in the rules?
  23. Inspirational Novels?
  24. The Action Deck
  25. Twists & Conditions
  26. What happens when you lose a "Flee" contest?
  27. TB lethality
  28. Does Order of Might ever increase?
  29. What does a riddling conflict look like in play?
  30. A potential fix?
  31. Converting AD&D Modules for Torchbearer
  32. Spell Factors when scribing a scroll
  33. One player Conflict
  34. Unarmed Monsters
  35. Order of Might
  36. Battle Conflicts
  37. Two questions (Afraid and Buying)
  38. Is there a specific inventory of the "player's deck" listed somewhere?
  39. Crossbows and slings
  40. Treat Sickness Failure?
  41. Leveling a Paladin
  42. What to do with Titles and Deeds?
  43. Chapter Timeline
  44. Resource tax
  45. Traits
  46. Recovery in Town
  47. Objects d'Art
  48. Tiebreaking with a Trait
  49. Helping Dungeoneer
  50. Fillable Character Sheet PDF
  51. Relative Might
  52. Elven & Dwarven Items?
  53. Exploring without a Map
  54. Let It Ride?
  55. Capturing goblins
  56. Research factors confuse me...
  57. 3rd Level Traits and Pass/Fail Tests?
  58. Pursue or Flee Conflict Skills
  59. Laborer (hauling stuff) Factors
  60. Traps & Secret Doors
  61. A little confused by (Magic) and mental inventory...
  62. Using Death as a Condition
  63. Wises clarification
  64. Camp Twists
  65. Lets talk about asymetric conflicts
  66. Three Satchels
  67. Does a character's Specialty skill *do* anything?
  68. GM-Imposed Tests and Turns
  69. Flasks of oil, and other weaponized household items
  70. Amount/Frequency of Loot
  71. Language-Wise
  72. Conflict Example (p176) and Order of Might
  73. Prologue Recover
  74. Dwarven Vengeance...
  75. Pray at the Shrine
  76. Holding Light sources for others
  77. A Wizards Library
  78. Deciphering Runes?
  79. Holding Light Sources
  80. What I learned from watching too much Law & Order
  81. Haggling Random Table thoughts.
  82. Knowledge Tests
  83. Question about helping and checks
  84. Lynx-Eyed, Like Burning Coals
  85. Scribe Scroll Factors
  86. Magic Potions / items & level requirements
  87. Digging for Leads and Roleplay
  88. Conflicts in Town Phase?
  89. Factors as Twists
  90. Which of these things is not like the other OR teamwork scheamwork
  91. Understanding Conflicts
  92. Orator vs. test
  93. A couple of questions from last night's session... (SPOILERS for House of 3 Squires)
  94. Treasure for non-monster obstacles
  95. Action description and helping
  96. Labourer
  97. Might Increases
  98. Enemies & Mentors
  99. Help in Chases
  100. Sacks of fun... large sacks! HOUSE OF THREE SQUIRES SPOILER ALERT
  101. "Cheese it!" or Changing Conflict Types
  102. Stay fresh!
  103. Topic: Heading into Town Fresh, Help-Tax-Loot interaction
  104. A Table for Dressing
  105. Trying to make some play aid for light/dim and who's carrying
  106. Counting the Grind
  107. Really Small Items
  108. Advancing Resources
  109. Obstacle 0 tests + factors
  110. Hunter skill
  111. Torchbearer Lair Assault
  112. Bringing Wizard's Sight to life
  113. Secret Nature Rules
  114. Rolepaying during Camp Phase
  115. Milking Conflict for Checks
  116. Carrying big things and more things (Laborer tests)
  117. Kobold Conflict Twist
  118. Waterproofing?
  119. GM reference
  120. Head first into a conflict
  121. A few issues
  122. Our first go at Torchbearer
  123. Thrown weapons questions
  124. Mazes: DMing Strategy
  125. Abnormally sized groups
  126. Maps in inventory, cartographer procedures
  127. Multiple sides in a conflict
  128. Torchbearer Play-by-Post
  129. Hey, Conflicts are Really Complicated!
  130. Factors in versus checks
  131. Supplies
  132. Magic item's level, WHY??
  133. How to handle fishing for GM hints and knowledge skills
  134. Asymmetric action table
  135. Why scripting?
  136. Never Volunteer and Afraid
  137. Looking for Work
  138. Beginner's Luck, Abilities, and Skill Rating
  139. Restless trait description
  140. Surprise. No, not me. In the game.
  141. Making Camp requires a test?
  142. Can I print out my pdf?
  143. Teaching Describe To Live
  144. Halfling Starting Traits
  145. Describing the Map
  146. A List of Six Questions
  147. .indd files?
  148. Instincts in Conflct
  149. Factors in Versus Tests?
  150. Elves and scrolls
  151. Advancing Wil and Health
  152. Too many kobolds
  153. Confusion after reading the Example Conflict
  154. Helping with Resources & Circles
  155. Phases and Traveling Between Towns
  156. West Marches
  157. No good outcome for losing a Kill Conflict, right?
  158. Traits, why so limited?
  159. Asymmetric Conflicts - Death as an outcome?
  160. Questions about traits, staying in the light during a conflict and others...
  161. Can Clerics Self-Target?
  162. Barricades
  163. Is Eldritch Darts a Weapon?
  164. Conflict intent: inflict harm
  165. When you have no leads
  166. Can others help relieve conditions?
  167. Beginning for two
  168. Updated PDF
  169. Book Availability for non KS folks?
  170. Spell durations
  171. Spellcasting During Conflicts
  172. What options do I have to add +1D to my dice pool?
  173. Shipment Status
  174. A Question About Instincts
  175. Henchmen & NPCs In Conflicts
  176. Mystic Porter Factors
  177. Recovery in Hotels and Inns
  178. Protection from Tax
  179. Scripting Strategies for Evil GMs: Countering Attack, Attack, Attack
  180. Documenting Obstacles
  181. Previews?
  182. Drinking Holy Water?
  183. Can magicians "memorize down"?
  184. ETA in the card decks?
  185. Different Orders of Might in a Group
  186. Post-Kickstarter Questions
  187. Spending checks on a roll when helping
  188. Can magicians/rangers memorize the same spell more than once?
  189. What and Where are Perks? Question on Wises
  190. Survivalist skill and Camping
  191. What counts as "a full adventure?"
  192. Spell circles vs Character level
  193. Physical Torchbearer book arrived...
  194. Player and GM Checklist before and after roll
  195. When and how does the GM pick and reveal weapons in conflicts?
  196. Starting gear
  197. Tracking Light
  198. Miscellaneous Questions on First Reading
  199. Can party member's 'Go Rogue' and not do what the rest of the party want in Conflict?
  200. Some conflict questions
  201. Convention Game Best Practices
  202. Cartography & Fast Travel
  203. Degree of failure in single skill checks
  204. Laborer Skill
  205. How to Play Torchbearer?
  206. Stinky Kobold-wise
  207. Help and advancement during Adventure Phase
  208. A leader without checks.
  209. Failed Resources Tests
  210. My players have a name for Torchbearer
  211. non-kickstarter needs a book
  212. Spell supplies in conflicts
  213. Find Work Factors
  214. Digging for Leads Factors
  215. Some Questions
  216. Intrigue in TB?
  217. Build/Repair Dwarven/Elven Arms and Armor
  218. Torchbearer Railroad
  219. Flee conflict and narrative
  220. Torchbearer Play Aids
  221. Google Docs Character Sheet
  222. Stone Spider’s Conflict Weapons
  223. Asymetric Conflicts
  224. Cover/Forts in Conflict
  225. Lances--are they in there somewhere?
  226. Cartography to skip past climbing a rope?
  227. How Hard to Twist?
  228. Errata? - Conflict Ability and Skills Used by Action
  229. Scout Factors for Secret Doors
  230. Help me understand the resource/cash dice system...
  231. Using Traits Against Yourself
  232. wine/water skin slot -- belt only?
  233. Reroll 6
  234. The Wizard. Dagger only?
  235. Is This Food I Found Edible?
  236. Light sources during conflict
  237. "I challenge you to a contest of riddles!"
  238. Riding Conflicts With Wild Beasts & Monsters - Questions
  239. Tax when helping Resources
  240. 2 Player Persona Awards
  241. Finding online games?
  242. "Talking Torchbearer with Thor Olavsrud" Video
  243. Limitations on Camping
  244. Helping in Conflict
  245. Art for a Torchbearer GM screen
  246. Conflict Weapons for Monsters
  247. into the wild...
  248. Excess disposition loss.
  249. Dwarven Forge Skogenby Map
  250. Camp Twists