Burning Wheel: Difference between revisions

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* [[Armor Is Useless]]: Averted, especially with shields. One can get around this by moving to the closest combat range where armor bonuses are nullified and, as the book puts it, "stab them through their visors."
** Even at closest range armor still counts. You have to actually have someone incapacitated to bypass armor. You can do that by getting close, wrestling them to the ground, and immobilizing them, but not just by being close.
* [[Attack! Attack! Attack!]]: Using the "strike" maneuver over and over again in scripted combat is just begging your opponent to counter-maneuver, although due to how severe wounds are in the system if you hit him hard enough the first time he may not have the chance.
* [[Ax Crazy]]: There's loads of rules for just ''how'' [[Ax Crazy]] the Orcs can get. Examples: an Orc-only trait known as "Flights of Murderous Fancy" can be invoked after suffering a humiliating social defeat. The Orc is given massive dice bonuses, the higher his Hatred the bigger the bonus, in the course of viciously and descriptively obliterating whatever humiliated him.
** Dwarfs with high Greed can be driven to murder each other if there's a dispute over something incredibly valuable.
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* [[Critical Existence Failure]]: Played with, but ultimately averted. Injury mechanics log every wound received and each wound penalizes all dice rolls by a certain amount depending on severity. If your penalties exceed any of your stats you are rendered unconscious or incapacitated with pain but do not die unless your wounds worsen due to bleeding. The closest thing in-game to a CEF is receiving a Mortal Wound which instantly puts your character into a state where if they do not receive medical treatment immediately they will die.
** There's no playing, just aversion, although it should be noted that it's possible, albeit very, very difficult, to kill someone in a single blow. That blow just has to be through the heart or similarly lethal.
* [[Drama -Preserving Handicap]]: Players are rewarded with a form of versatile [[Experience Points]] for deliberately invoking drama-generating handicaps upon themselves.
* [[Driven to Suicide]]: what happens to Orcs or Dark Elves who let their Hatred or Spite get too high.
* [[Easy Exp]]: Subverted with skill advancement and inverted with Fate Points. Advancing skills through use seems easily exploitable but you can only advance skills by advancing the plot. As the book puts it, "No testing your magic skill by sitting around the tower setting your couch on fire." As for the inversion one way of earning Fate Points is to invoke a flaw or trait of your character in order to generate further conflict or make your, or everyone's, life harder.
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* [[Our Orcs Are Different]] Orcs are Tolkien style for the most part, and like Tolkien's orcs are mutated elves. Like the elves they only get more powerful with age, although thanks to their violent culture their lives tend to be 'nasty brutish and short'. In fact, of the playable races, the orcs are the only one where it is recommended that instead of giving players a set number of 'lifepaths' they can have the GM should let them take as many as they want to, in the knowledge that too many is likely to see them maimed with the possible wound getting progressively worse the more 'ambitious' they get. They also have 'Hatred' as a racial trait and it is made clear it is only the fact that they hate everyone else more than themselves that allows them to function.
** Just ''walking through a pretty forest'' forces Orcs to increase their Hatred.
* [[Single -Stroke Battle]]: The perfectly possible, if not likely, outcome of two opponents with swords and no armor. The first blow will probably determine the winner.
** It's often not possible: A lethal blow will almost always require five successes, which requires five dice. Not all combatants, or even most combatants, have that much skill with their armaments. Interestingly, this also means that a duel between two highly skilled, heavily armored warriors is much more likely to begin and end with a single lucky blow than a brawl between two unarmored conscripts with swords. The latter just aren't good enough to land mortal blows.
* [[Weak but Skilled]]: A low stat can easily be compensated for with a high skill.
* [[What Kind of Lame Power Is Heart, Anyway?]]: The Raise Bread spell, which does [[Exactly What It Says On the Tin]].
* [[Wolverine Publicity]]: If you read through the Trait list, there's one at the end called Wolverine, which, unsurprisingly, helps you to recover from injuries faster. See? Wolverine's ''everywhere''!