Posted November 28, 2025 by kunic
Hey gang! I’ve updated my alternative torch rules to improve clarity and make things more fair for players.
The biggest change is who rolls: instead of the GM rolling 1d20 for every torchbearer, the torchbearer now rolls at the start of their own turn. On a natural 1, the GM checks the Torch Events table.
I also adjusted the “Flicker” event. It now triggers on a 2–8 on 2d6 (instead of 2–7), making it slightly more common. And instead of a flat 50/50 chance for the torch to snuff out on the next turn, players now have a 25% chance of failure (they need to roll above a 5 on a 1d20 to keep the flame alive).
Finally, because the torchbearer is the one rolling the d20, they can now spend a luck token to reroll a bad result. That was the main reason for this adjustment, and it should make the whole system feel more interactive and less punishing for a well prepared team.