Despite the fact that a key factor in the survival horror gameplay of the OSR, torches are ultimately kind of boring. They are often left as little more than a checklist. Did we buy torches? Have we lit a torch? Busy work, I'd call them.
So I've decided to throw some ideas out there for more interesting torch mechanics, ones that are interesting to engage with and have the following traits:
- The question of whether or not to light a torch is an interesting one.
- There's a reason to keep using torches once lanterns have been purchased.
- The torchbearer doesn't feel punished for having the torch.
- The torch going out is bad news.
The Five Levels of Light.
Level |
Sources |
Human Effects |
Monster Effects |
Shining |
Magical brightness, Brightbugs |
+1 to attacks |
-1 to attacks |
Bright |
Fresh Torch, Sun |
As normal |
As normal |
Dim |
Dying torches, Full moon |
-1 to attacks |
+1 to attacks |
Fading |
Candles, New moon |
Disadvantage to attacks |
Advantage to attacks |
Dark |
The pitch dark of no light |
Automatic failure on attacks |
Automatic success on attacks |
Torches.
A torch burns for 1 hour or 6 turns. When lit, it burns bright for three turns, dim for two more, and fading on the final turn. After, the torch goes dark. Torch timers are incremented at the end of a turn. A torch can be intentionally dimmed as many levels as desired. The brightest source of light in an area is the light level used. A torch can provide reasonable light for a half dozen characters.
Torches in non-human dungeons or carried by monsters are never brighter than dim.
Striking with a Torch.
If a torchbearer misses an attack with a melee weapon, they can chose to swing with the torch. The torch deals damage equal to the die of a sword minus one die size (if a sword deals 1d8 damage, the torch deals 1d6). On a hit, there is a 50% chance the torch dims one level. For example, if a bright torch is used as a weapon and is rolled to dim, it moves to the dim stage and burns for 3 more total turns. A dark torch is not a torch, and is instead a club.
A torch can be thrown, say to light a pool of oil. A thrown torch has a 50% of going out upon impacting something.
Lighting a Torch.
A torch can be lit from another torch, automatically gaining that torches light level, but not its remaining time. A torch lit from a bright torch burns for 6 turns, though one lit from a dim torch only burns for 3.
Torches can also be lit from a flint and steel. In good conditions, with at least fading light, this process succeeds automatically and takes no more than a minute. In poor conditions, such is when it's wet or dark this process takes an entire turn and has a 25% per negative condition to fail.
A torch can be automatically lit using a brightbug, a special alchemical mixture that creates extremely bright flame. A torch lit this one way burns shining for one turn, then bright for two, dim for two, and then dim for one.
Torch Replacements.
Lantern.
Lanterns burn dim for one hour when given oil. Lanterns cannot be used like a torch to attack, but can be attached to a belt instead of carried.
War Torch.
A torch holder designed for combat. Holds a normal torch. When used to attack, the torch has no chance of getting dimmer.
Candle.
Borderline useless as light for a dungeon. Burns fading for 6 turns. Only enough light for one.
Alchemical Flare.
Burns extremely bright and fast. Burns shining for one minute. Rare.
Specialized Torches.
One can get torches (or lanterns) designed to burn different colors for certain uses. Such torches or lanterns cost three times the normal prices, and are likely harder to find, but can burn with a number of unique properties. Examples include:
- The violet flame of ghost warding: spectral undead cannot enter its range while bright.
- The golden holy flame of demon warding: demons and similar outsiders have disadvantage within the torch's range while bright.
- The silver mercurial flame: reveals hidden doors and text while bright.
- The pale blue astral flame: is cool to the touch, cannot start fires, is not put out by water.
Using Light Levels.
Using this torch system, light levels can be used as an interesting way of engaging with monsters. Different creatures can interact with light in ways that are interesting to learn and to engage with.
For example, goblins could be terrified of bright light, fleeing while in the presence of it. While the party is engaging with goblins, the questions relating to "do we light a new torch" become even more interesting. The inverse is also true when fighting other humans. Turning off your torch makes them worse at fighting you just as it makes you worse at fighting them.
Conclusion.
To me, the most interesting part of this system is that torches get worse over time, thus the question of lighting torches early is raised. A dim torch is still usable, but it ramps up the danger and whether or not you wish to spend the extra resource of a new torch is a legitimate question, which was my primary goal.
The risk reward of wasting torches or being in dimmer light could be amped up further. Perhaps, XP gains are increased while the torch is dim or fading. A piece of gold grans 1.2x or 1.5x xp, meaning there's even more reason to play risky with a dying torch. I have no idea if that's a good idea, but it definitely sounds like one worth testing.
I wouldn't say a new tourch burns dim because the old one that lit it was dim
ReplyDeleteSeconded. Generally, any well-made combustion-based light source is going to stay relatively bright for a long time and then start dimming as it starts reaching the end of its fuel supply and the process that wicks new fuel to the fire becomes less efficient. By the same token, I would have dim and fading stages last for one turn each at most of the total span, but I can see why a game being balanced for resource-management survival horror might expand the dim phase.
DeleteNice thoughts, I'd had a similar thought that torch usage is basically a non-decision, and had similarly thought about using more granular light levels.
ReplyDeleteI'd had in mind a system tied to randomised depletion (usage dice or such), where the party chooses a light level and then the same threshold is used inversely for determining surprise in encounters. Similar to Darkest Dungeon I guess.
So something like: choose a light level 2-5. Each turn, roll 2d6. If both are less than light level, mark off a torch. But if both are greater than light level, any encounter will be a surprise.
Tricky to get a good balance of simplicity and good feeling odds though.
Hey that's a cool idea. Darkest Dungeon was a source of inspiration for this idea, a proof that torches could be interesting. Having encounter rate and torch brightness be related is something I wanted to do but couldn't figure out, but I really like your idea.
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