When you expend an item it can still be used for encounters, you just have less chances to use it before it disappears (breaks, is lost, etc.) The penalty you suggest does seem pretty harsh to me without any upside. A Torch in the Dark wasn’t designed with that kind of thing in mind, but if that’s how you like to play, go for it! And feel free to post your changes. I’m sure other folks are also interested!
Yeah when I played with the 50% breakage it got darker then it needed..lol.
These are the current mod notes I'm working with.. I'll be playing with a group of 4 players on wedesday so hopefully it holds together.
Using a torch in the dark with groups as the basis of a procedurally base campaign, use character generation,the downtime and Equipment purchasing rules as per the rules with the following modifications.
The main changes during Delves will be:
Characters will start with 3 Stress and 3 Corruption slots (+1 slot (choose) when new skill gained, up to maximum of 6 stress/ 5 Corruption), 2 Skills and 3 items of Equipment.
Marching order, it is important (for traps and such) to know who is going to be affected, so when entering a room who is first second etc. The first person in the room will usually be going first for actions. If some kind of trap is sprung roll a d6 and up to that number person in the marching order is affected, for example if you roll a 3 the first, second and third persons are affected. Some traps require more than one success, but most don't.
During a scene, the story determines who goes first, and the active player chooses who goes next but the turn doesn't end until at least every player has gone once. Hirelings and followers may only help one character per turn. Each person in the group we'll have to individually make a risk control (possibly solving the scene) but they will have the option of passing one of their d6 on to a party member instead of using it themselves.
During an encounter there will be at least enemies equal in number to the group or if a single enemy he'll be strong enough to be a threat to the group. For example if the group enters a room and they encounter a group of undead to defeat them will require enough success' equal to the size of the group to win the encounter. A demon encounters will require success' equal to group size plus 2 to end it. (NOTE: Another option is using a 1d6; 1-3 normal encounter, 4-5 double the encounter, 6 triple the encounter). Since this is going to be tougher then a normal Delve, if the room is cleared successfully, in addition to whatever the dungeon guide says roll 1d and on 1-3 nothing, 4-5 1 Treasure found and 6 2 Treasure found.
Adventures beyond the Delves.
Due to the need for some granularity, enemies will have a damage rating and a wounds value. Damage rating (DR) is how much they do if they hit a target, and Wounds (W) is how many successes are needed to down them. Refer to the table below for approximate values. If the roll is zero or less no damage is done that creature. 5 scratches equal a "consequence" on a character or friendly NPC, with less than 5 not being important (will vanish upon downtime). Wound is number of Succeed results needed, players can get more than once Succeed per turn, each 6 counts as a success, so 2 6s is 2 successes, etc. Most creatures only need 1 success to down. A player can spread around it's successes but have to start with the creature or situation it is fighting. Also not every encounter needs to be solved by violence. (NOTE: After looking at the table of creatures maybe something like "Name (DR-3/T-4) Notes" makes more sense.)
Treasure, most creatures (and areas) will have a Loot value. Usually this will be in the formula of "Loot 1d6-3" or some such. If the roll is zero or less no loot on that creature. 5 Loot equal a Treasure. Treasure and Loot is always looked for after the encounter has been solved. Players may use Loot in Downtime by spending 2 Loot to do a roll two die and take lowest. (NOTE: Make random table of what the Loot looks like, players love chrome.)
Creature Damage Rating/Wounds Treasure Notes
Giant Rat 1d-4/ 1 1d-5 Corrupted rats, engorged on magiks. Sometimes they swallow something valuable.
Swarm of Hungry Rats 1d-3/ 1 Becoming increasingly common, being driven to the surface by undead below and the scarcity of food.
Peasant 1d-3/ 1 1d-4 They supported the revolution and now they are starving.. this is unfair! Maybe they can be talked to?
Group of Angry Peasants 1d-2/ 1 1d-3 Now there is a group of them. They demand answers! and food.. mostly food it seems...
Angry Loyalist 1d-2/ 1 1d-2 Banishing a weapon, they are the ones that will keep the new regime in power. They will test everyone's loyalty.
Group of Angry Loyalists 1d / 2 1d Standing or marching, they have weapons and are kind of fed so they are loyal to the cause.
Skeleton (or Zombie) 1d-1/ 1 A weak form of undead, clawed their way up from the underground crypts, only knows it hates the living.
Group of Skeletons 1d / 2 1d-2 Remembering little of their past life, they know they are stronger as a group and they share a hatred of living creatures.
Horde of Skeletons 1d+1/ 2 1d One of them knows how to lead and it will use this horde to get revenge on the living.
Ghoul 1d / 1 1d-2 A more intelligent form of undead, looking for victims, likes shinies, eats though it gains no nourishment.
Group of Ghouls 1d+1/ 2 1d+1 Several together become more dangerous and harder to stop.
Horde of Ghouls 1d+2/ 3 2d In life they hunted and feasted together, they want to keep doing this after death.
Undead Knight 1d+1/ 2 1d+2 Once a might warrior with the best equipment, now a rotting armored corpse that only seeks to kill the living.