My understanding is that players can transition between light sources as one light sources dies. E.g. you have one turn left on a torch, you make the roll, as the turn resolves the light source dies, but you can light the next torch with the embers.
It’s my understanding that there is no test to do this under ‘normal circumstances’. I’m looking for a little guidance on how hard to push these normal circumstances.
Let’s say the adventurers trigger a trap which dumps them into a new pitch black area. Yes this would probably be stressful, but if there’s no pressing concern and they have a tinderbox, it’s probably not that far out for an adventurer. I’d probably say if there’s no time pressure they can light.
Then thinking a bit about time pressure. If the adventurers make a test to open a door, and on the other side is something that wants to fight them, right as the torch goes out. On the one hand, they’re under some pressure; on the other hand, if another adventurer is holding the torch and it’s not out yet, can’t they just light a new one off the ember?
I understand this is down to my judgement and how cruel I want to be, but does anyone have a rule of thumb or similar?
I’d probably say something that’s really exstinguishing the last source + time pressure would mean a test is needed.
In terms of game mechanics it also feels like this needs to be a twist, so if they successfully pick the lock on a door they’re not getting jumped just as the torch goes out.
And just to double check, if something plunges the party into total darkness, but they have time, lighting a source doesn’t require a test, correct?
I think you’ve got the idea! You can light one source from the dying embers of another in normal conditions. When there’s pressure, it a different story.
Did they fall in an underground river or lake, soaking all their gear? Is a monster chasing them? Is there a howling wind?
In my mind, there’s a difference between a light source going out because the allotted number of turns have passed and a light source going out because of a twist or using a torch as a weapon, etc. I’d allow you to light a new source from the embers of the old in the former case, but require a test (assuming some sort of pressure) in the latter case.
Thanks for the response! I think I’ve got my head around passing from one light source to another.
I have a follow up regarding the test to relight under pressure. The scholar’s guide suggests survivalist, and I see ‘start a fire in bad conditions’ Ob2. So would you suggest keeping a flat Ob2 for general instances of needing to relight under pressure / without a tinderbox?
Would darkness be a factor for this? Or are we lumping darkness into ‘bad conditions’? My assumption would be that the adventurers are familiar with lighting in darkness (hence no test with tinderbox), so this isn’t a factor.
I see the tinderbox gives +1D, but survivalist also requires tools. To me this would mean pressure + no tinderbox is still Ob2 if the player is skilled (has the tools), but pressure + no tinderbox + no tools is Ob3. I’d probably then also say tinderbox + pressure + no tools is still Ob2 as tinderbox really seems like the tool you need.
I get then generally if each extra factor is +1Ob, so pressure + rain would be Ob3 etc.
Yes, starting a fire under bad conditions would be Ob 2.
Darkness would be a factor, yes, bumping the test to Ob 3 (see Darkness, Scholar’s Guide, page 43). Remember that bad conditions includes other things like high wind, wet, or even just having to do things in a hurry.
Correct wrt tinderbox and tools. A tinderbox gives +1D over and beyond what your survivalist tools grant you.
Remember too that the game master may, at their discretion, apply Evil Game Master Factors (Scholar’s Guide, page 34).