A couple more from our follow-up session!
#1) Dim light is a factor in all tests (save riddling). An Ob 0 test (say Attack vs. Atack) in a Conflict does not count for P/F advancement. Does making a Fight test (or any test) that is Ob 0 in Dim Light count as Ob 1 and thus qualify for P/F tracking?
#2) Does Dim light effect Disposition roll?
#3) It’s pretty clear to us when you can use your Nature… but when can you use it outside your descriptors? Can you use your Nature to “act outside your nature” on any roll? Or does it have to be pretty clearly opposed to your nature; e.g. a Human humbly requesting; or a halfing intimidating down an ogre?
#4) Still not sure how weapons work in a non-Kill/Drive Off conflict. The group was exploring the bottom of sinkhole in a large cavern when a flock of stirges dived down upon them; the party responded by trying to flee to a nearby underground lake to dive in.
I set it up as a Flee conflict. (which as it turns out… the Stirges are very good at beating you at)
I used Giant Bat stats (but made them Might 2).
I described the Stirges as using their tough leathery wings as “weapons” (according to the book) giving them +1D,+1s to Attack actions. Which through play the group figured out.
So my players were wondering can they use their “Shoes” as weapons? Or “Peasant’s Endurance” or something else that wasn’t exactly material/physical to gain some bonus dice or successes to certain types of actions?
#5) In the aforementioned scenerio; the party ran out of disposition (Having no weapons against the +1D,+1S leathery wings quickly made them lose). But managed to do about half the stirges disposition… so this was a Flee result.
So the logical result is the stirges caught them… so should we then proceed to a Fight conflict? Or can I just rule and assign conditions? We ended up saying that the party made the lake; but not before each was stung and blood-drained several times… leaving them all Exhausted Is that call in the ballpark of what we should be doing?
#6) Lastly in the aforementioned sinkhole; the party had made a successfull Dungeoneering test to lower themselves on ropes to the bottom. After the incident with the stirges they wanted to return to camp…
- Do they need to test Dungeoneering again to climb up and out? (essentially does Let it Ride work here at all?)
- If; while in the sinkhole; they decide to spend a turn making a Cartographer test to “update” their map… and pass… can they “quick-travel” back to their camp even though they are at the bottom or a sinkhole with a treacherous rope climb ahead of them?
Thanks!
Having lots of fun with the game! The group seems more in love with provisioning themselves and “pimping out” their small camp then they do actually adventuring!