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The RPG Pipeline was a posting board to keep track of upcoming tabletop rpgs from 2015 to 2021 (this Blogger version began in 2019). It covered new English language ttrpgs and ttrpgs going into crowdfunding.

Wednesday, 18 September 2019

Five Torches Deep $10.00

Five Torches Deep: $10.00

Five Torches Deep
Publisher: Sigil Stone Publishing

Basics

  • 5e + OSR
  • Layout designed for utility
  • Streamlined gameplay
  • Highly compatible
Five Torches Deep (FTD) is a streamlined adventure game combining the best mechanics and principles of 5e, the OSR, and modern game design. The core of the game is familiar to anyone who has played 5e or previous editions of the game, but every mechanic has been pared down, modified, or expanded upon to create a coherently gritty, resource-focused, roguelike, old-school experience.

The game’s about tough choices, risk vs reward, and using as much out of character smarts as in-character mechanics. It’s just about everything we (Ben and Jess) have come to expect from an OSR adventure game: brutal, challenging, streamlined, and accessible.

How is it different?

  • 5e skeleton, OSR meat
  • Succinct but complete
  • Modern layout for ease of reference
FTD is a blend of old and new, digital and tabletop. It loots the corpses of four decades of gaming in just 48 packed pages. It’s able to comprehensively recreate an authentic OSR experience while bringing plenty of new subsystems to the table. Heavier than Knave or Into the Odd, more concrete than the Black Hack, less epic than 5e, more familiar than the Whitehack, and less “edgy” than other dungeoncrawlers. It hits the sweet spot between post-clone ultra-light rules and burdensome mechanics.

Mechanics

  • Familiar but fresh
  • Comprehensive adventure play
  • Favors cleverness over crunch 
FTD strips 5e down to its skeleton and fleshes it out with mechanics focused on resource management, clever problem solving, and streamlined OSR gameplay. Combat is a last resort, magic is dangerous and wild, and every ability matters.

Character Creationthere’s only four classic races, each with a distinct method for generating ability scores and class restrictions.

Character Classes: warrior, thief, mage, or zealot. Classes follow the design structure of 5e (scaling proficiency bonus, class features at set levels, etc) with more specialized “archetypes” unlockable at level 3. These archetypes bring in classics like the Barbarian, Warlock, and Druid without completely reconfiguring the class itself. And with only four starting classes, it’s easy to roll up a random character at level 1.

Level 9 Cap: PC play beyond level 9 is a different type of game. FTD focuses on dungeons and adventure, not domains, strongholds, and cataclysms. This makes a tighter gameplay loop: delve into dungeons, fight monsters, learn spells, acquire loot, repeat.

Ability Scores: the classic six abilities return, but special attention has been paid to ensure that ability scores and modifiers have a mechanical impact. Your STR score defines how much Load you can carry; your CON how many hours you can go without rest; your CHA the number of retainers you can command, and so forth.

Default DC: the assumption is that (almost) all tasks and checks are DC 11. This expedites gameplay and helps make it more predictable and transparent for the players.

Advantage / Disadvantage: easily the most elegant bit of tech from 5e (and the games that they took it from). Enough said.

Inventory and Resource Management: a system to track carried load and supplies. Should you bring heavy weapons and armor or leave enough room to abscond with more loot? Equipment can be used, damaged, foraged, crafted, and repaired. The system adheres to quick but logical gameplay (no dice, no bean counting, but very light abstraction).

Retainers and Hench: in proper old-school style, PCs are expected to travel with a retinue of retainers and loyal followers, called “hench.” There’re rules for specific types of retainers and the commands you can give them in battle.

Wilderness Travel: distances traveled and resources consumed depending on terrain, light, and weather. The interplay between Travel Turns, supply, and resilience makes for difficult choices.

Travel Turns: a simple system in which the GM regularly rolls on a table every hour in a dungeon or day in the wilderness. Travel Turns create a cyclical ritual: mark spent torches, reduce supply, note hours traveled (make a Resilience check as necessary), and track if monsters spring an ambush or stumble into the party.

Volatile Spellcasting: all spells can be cast quickly - demanding a spellcasting check with potentially calamitous results - or over the course of hours, which necessitates no such check. Casters then must decide if they are willing to risk wandering monsters or a potentially high DC that could result in loss of limb or sight.

Rest and Healing: rests have been broken into “safe” and “unsafe,” which have different mechanical effects on healing and exhaustion. There are few quick ways to restore HP, encouraging the need for consumables and cautious rest. High-level characters need days to rest sufficiently and heal back to full.

Debilitating Injuries: any time a PC is reduced to 0 HP, they will die unless an ally resuscitates them. After being stabilized, the incapacitated adventurer must roll on an injury table; many of which have consequences that result in permanent Ability Score damage or loss of limb. Parties beyond level 1 usually comprise of mangled adventurers that bear the scars of their past mistakes.

Monster Generation: Quick monster generation: refer to monster category, HD, add any relevant techniques, and done! Techniques and tactics allow for enormous flexibility in only a few pages. FTD makes monster creation or conversion a cinch, and can be done on the fly.

Tools and Principles: guidelines on how to get into the mindset for OSR play, an adventure framework, and even generators for charged situations and dungeon layouts (including a novel technique leveraging a classic six-color puzzle cube).

Price: $10.00


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