NOTE: This thread has been necroed and is no longer current. I brought the thread back myself only to point out that my rules drift idea had been playtested and deemed broken. The thread might still be a good read for anybody who is thinking about modding the Steel mechanics, but please don’t post in this thread again. Make a new thread and link back to this one if you want. I’ll reply to it! I’ve since gone back to the core Steel rules, but I still have some issues with Steel, and would be happy to continue a discussion about it in another thread.
Here’s my proposal for how Steel might be modified to more well-suit a heroic campaign, while still keeping within the game’s tenets of Fighting for What you Believe. Note that the intent is not to remove or downplay Steel at all. The intent is to make Steel a viable mechanic for frequent use without having the story revolve around cowardly heroes, while still posing a real challenge to true heroes with high Steel. To tell a more heroic story than the usual Burning Wheel fare.
I’d appreciate feedback on this, as I am proposing it to my group for use in our current campaign. Critique, criticize, blame me, it’s all good. I can take it!
Also, there was a good discussion a year ago on the BW forum about this very same topic. Link’s below. I independently came to a lot of the same conclusions as in that thread, but I also take a new approach to how Hesitation should work.
Now, here we go:
Steel Tests
The Hesitation attribute is GONE. Bye-bye.
Steel tests use the Obs located on pages 364 - 365 of BWG for most tests. For example, “Weird, low-grade supernatural phenomena - Ob 1”, and “Witnessing real bloodshed and gore (a murder, a bloody accident) - Ob 3”. Etc.
Steel tests for taking a wound use the following Obs:
Ob 3 ~ Light
Ob 4 ~ Midi
Ob 5 ~ Severe
Ob 6 ~ Traumatic / Mortal
In the case of an ambush, the Steel test Ob versus Surprise is equal to the Margin of Failure (MoF) of the failed Observation versus Stealth test. For other cases of being surprised by mundane things, the Ob should fall between 1 and 4.
Failed Steel Tests
If a Steel test is failed outside of combat, the consequences are fairly open to interpretation. Task and Intent versus GM consequences can be used when appropriate, or you may choose from the list of Hesitation actions below to RP out.
If a Steel test is failed in combat, choose your form of Hesitation, using the rules below.
Hesitation Actions
If you fail a Steel test versus Pain, you may choose from any of the available hesitation options.
If you fail a Steel test versus Surprise, you may only choose from the following options: See Stars, Fall Prone and Beg for Mercy, Swoon, or Run Screaming.
If you fail a Steel test versus Fear, you may only choose from the following options: Fall Prone and Beg for Mercy, Swoon, or Run Screaming.
If you fail a Steel test versus Wonderment, you may only choose from the following options: Stand and Drool, Swoon, or Run Screaming.
Stand and Drool
Hesitation = Steel test MoF, in actions
Permitted Actions: None permitted
See Stars
Hesitation = Steel test MoF, halved, in actions
Permitted Actions: None permitted
Stagger Around in Pain
Hesitation = Steel test MoF in actions
Permitted Actions: Only defensive actions are permitted. Extra successes on a Block have no effect.
Fall Prone and Beg for Mercy
Hesitation = Steel test MoF in actions, can continue longer if desired (see below)
Permitted Actions: You may make a Persuasion test to plead for your life. Your opponent is not under any obligation to spare you. However, you may not be attacked for a number of actions equal to the number of successes you rolled in excess of an attacker’s will. Any attack actions scripted against you during this period count instead as if the attacker was Standing and Drooling. Make the Persuasion test immediately upon hesitating, and keep the success dice in front of you to help you keep track, taking away one success per action. Note that pleading only works against sentient creatures capable of compassion.
Fall Prone Screaming in Pain
Hesitation = Steel test MoF in actions
Permitted Actions: You may turtle up in a ball and Block with a +1D bonus. Extra successes on a Block have no effect. No other actions are allowed.
Swoon
Hesitation = Steel test MoF, doubled, in actions, can continue longer if desired
Permitted Actions: You lose consciousness for a little while. You may not take any actions. If your failed Steel test was a result of a wound, however, roll the Die of Fate and subtract your total wound penalties from the value rolled. On a 1 or lower, you look like you’re dead to the passing eye. This doesn’t work if the wound was obviously non-life-threatening, such as a Light wound to the arm or something like that.
Run Screaming
Hesitation = Steel test MoF in minutes
Permitted Actions: Drop what you’re holding and run away, screaming like a little girl. If you are in unfamiliar surroundings, you will be lost when you come back to your senses. Others can follow you, and multiple characters who fail Steel tests together can run away screaming together.
*** *** *** *** ***
That’s it.
In summary:
– You still roll Steel in all the normal cases. The Ob might be a bit lower than core BW sometimes, but it’ll be higher than usual at others. Hesitation will often be lower than core BW, but will sometimes be much higher.
– It still makes Steel tests important. You still have to Fight For What You Believe, and it’s still hard to do!
– Hesitation in fight scenes is more dramatic. You don’t just cower all the time. Now you can stagger around like a WWF wrestler, turtle up on the ground in agony, or bite the bullet and just stand there seeing stars. The decision of which form of hesitation to take is a strategic one, with each form having different hesitation times and even a few permissible actions. The goal is to emulate what happens on a real battlefield, and I think these options are more in line with reality than what is available under the core rules.
– It also introduces new strategies related to forcing Steel tests upon other characters. When ambushing an enemy, actions spent hesitating are usually lower than in the core rules. However, if you set up the ambush well, using lots of linked tests, helping dice, etc., you can raise the Ob of your enemy’s Steel test, giving you more of an edge in the combat. It’s less random, less based on the Steel attribute itself, and more based on using the Task and Intent system to its fullest. Spells and elf songs that cause fear or wonderment work similarly.
– Instead of just passing up those low Ob Steel tests and handing out free advancement tests for them, you now have the option to roll Steel for anything. This is possible using the core rules, but doesn’t happen as often. Core has the same Ob for little things as for big scary stuff, with only a handful of modifiers ranging from +1 to +4 Ob to make up the difference. Making players roll Steel for little stuff under the core rules kinda detracts from the feeling you get when you have to roll versus the big stuff. Now, with a range of Obs and hesitation options, it is more than possible, and makes big scary stuff REALLY scary. And little stuff, not so scary, but still might give you a pause.
What do you think?