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* GenreSavvy: The book assumes the players have experience with common fantasy tropes and is written accordingly. Many of the rules themselves are genre savvy. Orcs, for instance, have a trait that simply makes them run faster if they're fleeing combat in a cowardly panic.
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''Burning Wheel'' is a roleplaying system created by [[Website/TheForge Luke Crane]] in 2002, revised to the aptly-named ''Burning Wheel'' revised 2005, and re-updated to Burning Wheel Gold in 2011. Character creation ('Character Burning') is done by choosing 'lifepaths' within each of the playable races. The main setting is unapologetically even more [[Franchise/TolkiensLegendarium Tolkienesque]] than the basic ''TabletopGame/DungeonsAndDragons'' including Trolls that turn to stone in sunlight and Orcs who were formerly elves. For Men, however, the lifepaths are designed based on 12th-century France, so it's also much more medieval than many fantasy {{RPG}}s.

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''Burning Wheel'' is a roleplaying system created by [[Website/TheForge Luke Crane]] in 2002, revised to the aptly-named ''Burning Wheel'' revised Wheel revised'' 2005, and re-updated to Burning ''Burning Wheel Gold Gold'' in 2011. Character creation ('Character Burning') is done by choosing 'lifepaths' within each of the playable races. The main setting is unapologetically even more [[Franchise/TolkiensLegendarium Tolkienesque]] than the basic ''TabletopGame/DungeonsAndDragons'' including Trolls that turn to stone in sunlight and Orcs who were formerly elves. For Men, however, the lifepaths are designed based on 12th-century France, so it's also much more medieval than many fantasy {{RPG}}s.
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''Burning Wheel'' is a roleplaying system created by [[Website/TheForge Luke Crane]] in 2002, revised to the aptly-named Burning Wheel revised 2005, and re-updated to Burning Wheel Gold in 2011. Character creation ('Character Burning') is done by choosing 'lifepaths' within each of the playable races. The main setting is unapologetically even more Tolkienesque than the basic D&D including Trolls that turn to stone in sunlight and Orcs who were formerly elves. For Men, however, the lifepaths are designed based on 12th-century France, so it's also much more medieval than many fantasy {{RPG}}s.

to:

''Burning Wheel'' is a roleplaying system created by [[Website/TheForge Luke Crane]] in 2002, revised to the aptly-named Burning Wheel ''Burning Wheel'' revised 2005, and re-updated to Burning Wheel Gold in 2011. Character creation ('Character Burning') is done by choosing 'lifepaths' within each of the playable races. The main setting is unapologetically even more Tolkienesque [[Franchise/TolkiensLegendarium Tolkienesque]] than the basic D&D ''TabletopGame/DungeonsAndDragons'' including Trolls that turn to stone in sunlight and Orcs who were formerly elves. For Men, however, the lifepaths are designed based on 12th-century France, so it's also much more medieval than many fantasy {{RPG}}s.



There are currently three extra rulebooks in addition to the main rulebook, which explains the core rules and introduces four base playable races (Dwarfs, Elves, Men, and Orcs) and their lifepaths. The Monster Burner introduces four more playable races: Roden (anthropomorphic rodents), Great Spiders (giant intelligent spiders), Trolls, and Great Wolves (giant wolves ranging from Tolkien's Wargs to those in Anime/PrincessMononoke) along with many monsters and the rules to create more. The Magic Burner introduces more magic systems, some new lifepaths who use these systems, rules for creating your own, and describes some of the archetypal mages (both good and evil). The Adventure Burner is mostly system commentary and campaign creation advice.

Several books with additional settings and rules were written. Burning Sands: Jihad is Franchise/{{Dune}} with the SerialNumbersFiledOff very, very minimally. The Blossoms are Falling is Burning Wheel set in Heian-era Japan... which means the katana has not yet been invented and the term "bushi" is far more common than "samurai," who are only just rising to prominence. Under a Serpent Sun was a PostApocalyptic adaptation that was bleak even for that genre and inspired by (and full of ShoutOuts to) Music/AtTheGates; it was disowned by Luke Crane for being basically flawed and unplayable.

Two other full games use adaptations of the ''Burning Wheels'' rules but require no additional books: ''TabletopGame/BurningEmpires'', which uses the ''Iron Empires'' science-fiction setting and ''ComicBook/MouseGuard'', which adapts the graphic novels of the same name to RPG form.

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There are currently three extra rulebooks in addition to the main rulebook, which explains the core rules and introduces four base playable races (Dwarfs, Elves, Men, and Orcs) and their lifepaths. The ''The Monster Burner Burner'' introduces four more playable races: Roden (anthropomorphic rodents), Great Spiders (giant intelligent spiders), Trolls, and Great Wolves (giant wolves ranging from Tolkien's Wargs to those in Anime/PrincessMononoke) ''Anime/PrincessMononoke'') along with many monsters and the rules to create more. The ''The Magic Burner Burner'' introduces more magic systems, some new lifepaths who use these systems, rules for creating your own, and describes some of the archetypal mages (both good and evil). The ''The Adventure Burner Burner'' is mostly system commentary and campaign creation advice.

Several books with additional settings and rules were written. Burning ''Burning Sands: Jihad Jihad'' is Franchise/{{Dune}} ''Franchise/{{Dune}}'' with the SerialNumbersFiledOff very, very minimally. The ''The Blossoms are Falling Falling'' is Burning Wheel ''Burning Wheel'' set in Heian-era Japan... which means the katana has not yet been invented and the term "bushi" is far more common than "samurai," "samurai", who are only just rising to prominence. Under ''Under a Serpent Sun Sun'' was a PostApocalyptic adaptation that was bleak even for that genre and inspired by (and full of ShoutOuts {{Shout Out}}s to) Music/AtTheGates; it was disowned by Luke Crane for being basically flawed and unplayable.

Two other full games use adaptations of the ''Burning Wheels'' Wheel''[='s=] rules but require no additional books: ''TabletopGame/BurningEmpires'', which uses the ''Iron Empires'' science-fiction setting setting, and ''ComicBook/MouseGuard'', which adapts the graphic novels of the same name to RPG form.
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* AllTrollsAreDifferent Based on Tolkien's trolls the basic Burning Wheel troll is big, dumb and turns to stone permanently when exposed to sunlight. However different traits can give the horns, hooves, an unexplained likableness and even an immunity to sunlight. They're still likely to be bigger, dumber and tougher than any other PC race, but apart from that they can be very different.

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* AllTrollsAreDifferent Based on Tolkien's trolls the AllTrollsAreDifferent: The basic Burning Wheel troll troll, like Tolkien's trolls, is big, dumb and turns to stone permanently when exposed to sunlight. However different traits can give the horns, hooves, an unexplained likableness and even an immunity to sunlight. They're still likely to be bigger, dumber and tougher than any other PC race, but apart from that they can be very different.
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* JackBauerInterrogationTechnique: Wounds grant penalties to most stats and skills, including willpower. This means that it's much easier to interrogate a character by softening them up first with a good beating.


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* TortureAlwaysWorks: At first glance, Torture skill works realistically enough in that it only allows the torturer to extract confessions or force the victim to act the way they want, ''not'' to reveal information. However, it can also be used to help Interrogation skill, and see also JackBauerInterrogationTechnique above.
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Several books with additional settings and rules were written. Burning Sands: Jihad is Franchise/{{Dune}} with the SerialNumbersFiledOff very, very minimally. The Blossoms are Falling is Burning Wheel set in Heian-era Japan... which means the katana has not yet been invented and the term "bushi" is far more common than "samurai," who are only just rising to prominence. Under a Serpent Sun was a PostApocalyptic adaptation that was bleak even for that genre and inspired by (and full of ShoutOuts to) AtTheGates; it was disowned by Luke Crane for being basically flawed and unplayable.

to:

Several books with additional settings and rules were written. Burning Sands: Jihad is Franchise/{{Dune}} with the SerialNumbersFiledOff very, very minimally. The Blossoms are Falling is Burning Wheel set in Heian-era Japan... which means the katana has not yet been invented and the term "bushi" is far more common than "samurai," who are only just rising to prominence. Under a Serpent Sun was a PostApocalyptic adaptation that was bleak even for that genre and inspired by (and full of ShoutOuts to) AtTheGates; Music/AtTheGates; it was disowned by Luke Crane for being basically flawed and unplayable.
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* FaunsAndSatyrs: Burning Wheel employs a rather darker interpretation on satyrs than in most other fiction. They are hedonistic and cannibalistic monsters thay first lure unsuspecting humans among them to party, then proceed to [[ImAHumanitarian slaughter and devour]] the men and [[MarsNeedsWomen rape the women]] for reproduction.
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''Burning Wheel'' is a roleplaying system created by Luke Crane in 2002, revised to the aptly-named Burning Wheel revised 2005, and re-updated to Burning Wheel Gold in 2011. Character creation ('Character Burning') is done by choosing 'lifepaths' within each of the playable races. The main setting is unapologetically even more Tolkienesque than the basic D&D including Trolls that turn to stone in sunlight and Orcs who were formerly elves. For Men, however, the lifepaths are designed based on 12th-century France, so it's also much more medieval than many fantasy {{RPG}}s.

to:

''Burning Wheel'' is a roleplaying system created by [[Website/TheForge Luke Crane Crane]] in 2002, revised to the aptly-named Burning Wheel revised 2005, and re-updated to Burning Wheel Gold in 2011. Character creation ('Character Burning') is done by choosing 'lifepaths' within each of the playable races. The main setting is unapologetically even more Tolkienesque than the basic D&D including Trolls that turn to stone in sunlight and Orcs who were formerly elves. For Men, however, the lifepaths are designed based on 12th-century France, so it's also much more medieval than many fantasy {{RPG}}s.
Is there an issue? Send a MessageReason:
None


Burning Wheel is a roleplaying system created by Luke Crane in 2002, revised to the aptly-named Burning Wheel revised 2005, and re-updated to Burning Wheel Gold in 2011. Character creation ('Character Burning') is done by choosing 'lifepaths' within each of the playable races. The main setting is unapologetically even more Tolkienesque than the basic D&D including Trolls that turn to stone in sunlight and Orcs who were formerly elves. For Men, however, the lifepaths are designed based on 12th-century France, so it's also much more medieval than many fantasy {{RPG}}s.

to:

Burning Wheel ''Burning Wheel'' is a roleplaying system created by Luke Crane in 2002, revised to the aptly-named Burning Wheel revised 2005, and re-updated to Burning Wheel Gold in 2011. Character creation ('Character Burning') is done by choosing 'lifepaths' within each of the playable races. The main setting is unapologetically even more Tolkienesque than the basic D&D including Trolls that turn to stone in sunlight and Orcs who were formerly elves. For Men, however, the lifepaths are designed based on 12th-century France, so it's also much more medieval than many fantasy {{RPG}}s.



Two other full games use adaptations of the ''Burning Wheels'' rules but require no additional books: BurningEmpires, which uses the ''Iron Empires'' science-fiction setting and ''ComicBook/MouseGuard'', which adapts the graphic novels of the same name to RPG form.

to:

Two other full games use adaptations of the ''Burning Wheels'' rules but require no additional books: BurningEmpires, ''TabletopGame/BurningEmpires'', which uses the ''Iron Empires'' science-fiction setting and ''ComicBook/MouseGuard'', which adapts the graphic novels of the same name to RPG form.



!!Tropes:

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!!Tropes:
!!''Burning Wheel'' provides examples of:
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* BattleOfWits: The rules support debates, arguments, court sessions, and other such discourses as much as violence, perhaps even more.
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No Circular Links, please.


* AllTrollsAreDifferent Based on Tolkien's trolls the basic BurningWheel troll is big, dumb and turns to stone permanently when exposed to sunlight. However different traits can give the horns, hooves, an unexplained likableness and even an immunity to sunlight. They're still likely to be bigger, dumber and tougher than any other PC race, but apart from that they can be very different.

to:

* AllTrollsAreDifferent Based on Tolkien's trolls the basic BurningWheel Burning Wheel troll is big, dumb and turns to stone permanently when exposed to sunlight. However different traits can give the horns, hooves, an unexplained likableness and even an immunity to sunlight. They're still likely to be bigger, dumber and tougher than any other PC race, but apart from that they can be very different.
Is there an issue? Send a MessageReason:
None


There are currently three extra rulebooks in addition to the main rulebook, which explains the core rules and introduces four base playable races (Dwarfs, Elves, Men, and Orcs) and their lifepaths. The Monster Burner introduces four more playable races: Roden (anthropomorphic rodents), Great Spiders (giant intelligent spiders), Trolls, and Great Wolves (giant wolves ranging from Tolkien's Wargs to those in PrincessMononoke) along with many monsters and the rules to create more. The Magic Burner introduces more magic systems, some new lifepaths who use these systems, rules for creating your own, and describes some of the archetypal mages (both good and evil). The Adventure Burner is mostly system commentary and campaign creation advice.

to:

There are currently three extra rulebooks in addition to the main rulebook, which explains the core rules and introduces four base playable races (Dwarfs, Elves, Men, and Orcs) and their lifepaths. The Monster Burner introduces four more playable races: Roden (anthropomorphic rodents), Great Spiders (giant intelligent spiders), Trolls, and Great Wolves (giant wolves ranging from Tolkien's Wargs to those in PrincessMononoke) Anime/PrincessMononoke) along with many monsters and the rules to create more. The Magic Burner introduces more magic systems, some new lifepaths who use these systems, rules for creating your own, and describes some of the archetypal mages (both good and evil). The Adventure Burner is mostly system commentary and campaign creation advice.
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None


Two other full games use adaptations of the Burning Wheels rules but require no additional books: BurningEmpires, which uses the IronEmpires science fiction setting and MouseGuard, which adapts the graphic novels of the same name to RPG form.

to:

Two other full games use adaptations of the Burning Wheels ''Burning Wheels'' rules but require no additional books: BurningEmpires, which uses the IronEmpires science fiction ''Iron Empires'' science-fiction setting and MouseGuard, ''ComicBook/MouseGuard'', which adapts the graphic novels of the same name to RPG form.



This game includes examples of:

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This game includes examples of:!!Tropes:
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There are currently three extra rulebooks in addition to the main rulebook, which explains the core rules and introduces four base playable races (Dwarfs, Elves, Men, and Orcs) and their lifepaths. The Monster Burner introduces four more playable races (Roden (anthropomorphic rodents), Great Spiders (giant intelligent spiders), Trolls, and Great Wolves (giant wolves ranging from Tolkien's Wargs to those in PrincessMononoke) along with many monsters and the rules to create more. The Magic Burner introduces more magic systems, some new lifepaths who use these systems, rules for creating your own, and describes some of the archetypal mages (both good and evil). The Adventure Burner is mostly system commentary and campaign creation advice.

to:

There are currently three extra rulebooks in addition to the main rulebook, which explains the core rules and introduces four base playable races (Dwarfs, Elves, Men, and Orcs) and their lifepaths. The Monster Burner introduces four more playable races (Roden races: Roden (anthropomorphic rodents), Great Spiders (giant intelligent spiders), Trolls, and Great Wolves (giant wolves ranging from Tolkien's Wargs to those in PrincessMononoke) along with many monsters and the rules to create more. The Magic Burner introduces more magic systems, some new lifepaths who use these systems, rules for creating your own, and describes some of the archetypal mages (both good and evil). The Adventure Burner is mostly system commentary and campaign creation advice.
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None


Several books with additional settings and rules were written. Burning Sands: Jihad is Literature/{{Dune}} with the SerialNumbersFiledOff very, very minimally. The Blossoms are Falling is Burning Wheel set in Heian-era Japan... which means the katana has not yet been invented and the term "bushi" is far more common than "samurai," who are only just rising to prominence. Under a Serpent Sun was a PostApocalyptic adaptation that was bleak even for that genre and inspired by (and full of ShoutOuts to) AtTheGates; it was disowned by Luke Crane for being basically flawed and unplayable.

to:

Several books with additional settings and rules were written. Burning Sands: Jihad is Literature/{{Dune}} Franchise/{{Dune}} with the SerialNumbersFiledOff very, very minimally. The Blossoms are Falling is Burning Wheel set in Heian-era Japan... which means the katana has not yet been invented and the term "bushi" is far more common than "samurai," who are only just rising to prominence. Under a Serpent Sun was a PostApocalyptic adaptation that was bleak even for that genre and inspired by (and full of ShoutOuts to) AtTheGates; it was disowned by Luke Crane for being basically flawed and unplayable.
Is there an issue? Send a MessageReason:
None


Several books with additional settings and rules were written. Burning Sands: Jihad is {{Dune}} with the SerialNumbersFiledOff very, very minimally. The Blossoms are Falling is Burning Wheel set in Heian-era Japan... which means the katana has not yet been invented and the term "bushi" is far more common than "samurai," who are only just rising to prominence. Under a Serpent Sun was a PostApocalyptic adaptation that was bleak even for that genre and inspired by (and full of ShoutOuts to) AtTheGates; it was disowned by Luke Crane for being basically flawed and unplayable.

to:

Several books with additional settings and rules were written. Burning Sands: Jihad is {{Dune}} Literature/{{Dune}} with the SerialNumbersFiledOff very, very minimally. The Blossoms are Falling is Burning Wheel set in Heian-era Japan... which means the katana has not yet been invented and the term "bushi" is far more common than "samurai," who are only just rising to prominence. Under a Serpent Sun was a PostApocalyptic adaptation that was bleak even for that genre and inspired by (and full of ShoutOuts to) AtTheGates; it was disowned by Luke Crane for being basically flawed and unplayable.
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Example of potential outcome

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** Can work if you have a quick weapon, especially with good VA (versus armour, reduces the effect of armour). If you land the first blow, you have a chance to inflict a wound, which might cause your enemy to hesitate, AND reduces his stats for the next roll. If the opponent hesitates, you hit him again, he hesitates AGAIN, you reduce his stats again, rinse and repeat. This troper witnessed one battle where a dwarf prince hacked away at a 15-foot monster's legs, repeatedly causing him to hesitate, and eventually accumulating enough "midi" wounds to reduce one of his stats to zero, which the game equates with unconsciousness. Now, the GM had built a min/max'ed monster that would have taken out the dwarf prince with a single hit if he had ever got the chance, but it was NOT the outcome anyone was expecting.
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Big Badass Wolf is no longer a trope.


* BigBadassWolf Great Wolves are horse-sized wolves of human intelligence. Some are born into, or captured and enslaved by, the 'forces of darkness' to act as mounts for Orcs. Some become shaman-like spirit speakers or use ancient magic. Most just live like wolves and avoid contact with any bipeds save the occasional Elf.
* BoringButPractical: Recipe for success in Burning Wheel's Fight! subsystem: reduce your opponent to zero dice using locks; slit his throat at your leisure.
** It should be noted that it's usually much harder to grab and immobilize someone than it is to stab him. If you're going for a submission hold against someone swinging a sword, you may lose limbs before you get a lock.
** Boring but practical is really wearing armor, probably using a shield, and using a good weapon. You can be tricky with wrestling moves or close quickly with a knife, but playing as a stereotypical knight will work wonders.

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* BigBadassWolf BoringButPractical:
** Recipe for success in Burning Wheel's Fight! subsystem: reduce your opponent to zero dice using locks; slit his throat at your leisure. [[note]] It should be noted that it's usually much harder to grab and immobilize someone than it is to stab him. If you're going for a submission hold against someone swinging a sword, you may lose limbs before you get a lock. [[/note]]
** Wearing armor, probably using a shield, and using a good weapon. You can be tricky with wrestling moves or close quickly with a knife, but playing as a stereotypical knight will work wonders.
* CanisMajor:
Great Wolves are horse-sized wolves of human intelligence. Some are born into, or captured and enslaved by, the 'forces "forces of darkness' darkness" to act as mounts for Orcs. Some become shaman-like spirit speakers or use ancient magic. Most just live like wolves and avoid contact with any bipeds save the occasional Elf.
* BoringButPractical: Recipe for success in Burning Wheel's Fight! subsystem: reduce your opponent to zero dice using locks; slit his throat at your leisure.
** It should be noted that it's usually much harder to grab and immobilize someone than it is to stab him. If you're going for a submission hold against someone swinging a sword, you may lose limbs before you get a lock.
** Boring but practical is really wearing armor, probably using a shield, and using a good weapon. You can be tricky with wrestling moves or close quickly with a knife, but playing as a stereotypical knight will work wonders.
Elf.
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link fixed


* ArmorAndMagicDon'tMix: Entirely averted. Sorcerous lifepaths don't include training with arms or armor, and spells are expensive enough that you may not be able to afford armor, but nothing stops an experienced or high-lifepath character from being a MagicKnight.

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* ArmorAndMagicDon'tMix: ArmorAndMagicDontMix: Entirely averted. Sorcerous lifepaths don't include training with arms or armor, and spells are expensive enough that you may not be able to afford armor, but nothing stops an experienced or high-lifepath character from being a MagicKnight.
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** In many ways the point of heavy armor. If you can ignore incoming blows you don't have to bother with avoiding and blocking, you just keep hacking away.


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** But not quite played straight. If armor works, you take no damage, period. If armor doesn't work, you take full damage and the armor does nothing. Improving the quality of your armor increases the likelihood of not taking any wounds. In some ways it's more like making you harder to hit, except it doesn't help your opponent to be better at hitting you.
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** Heavy armor can still shrug off some arrows, but against a longbow (greatbows) with bodkin arrows you'll need immense luck not to take wounds even through plate armor.

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** Heavy armor can still shrug off some arrows, but against a longbow (greatbows) with bodkin arrows you'll need immense luck not to take crippling wounds even through plate armor.
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* WhoWantsToLiveForever: Elven Grief in a nutshell. Dark Elven Spite is lashing out at the world for being not immortal.
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* ArmorAndMagicDon'tMix: Entirely averted. Sorcerous lifepaths don't include training with arms or armor, and spells are expensive enough that you may not be able to afford armor, but nothing stops an experienced or high-lifepath character from being a MagicKnight.


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* CharacterAlignment: Characters must have three beliefs (with some traits giving you additional beliefs). They might seem like alignment; they are not. They are goals and motivations, but they are very malleable and violating them is as important, and often as rewarding, as following them.


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* DamageReduction: How armor works.
** To the extreme. It doesn't matter how evisceratingly lethal a blow is. Roll armor dice. If successful, that hit is canceled. Good armor is worth its immense cost.
* Determinator: What happens if your Steel is high and, to a lesser extent, if your Hesitation is low. Wounds, terror, and even many magics will not deter you until you are physically incapable of continuing.


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** And on the other side, the Redwall-esque Roden of the Fields seem to have a religion and are entirely wholesome and peaceful. It's quite possible for the clergy, particularly those with the Faithful trait, be beatific, beneficent miracle-workers and tireless champions of the meek. The Orcs' religion, if that's what their Seers are, is still entirely evil, much like all of Orcish society.


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* TheSixStats: Averted. Their are six, but they are Power (much like Strength), Forte (much like Constitution), Agility and Speed (like Dexterity, together), Willpower, and Perception. Of note, there is no stat for how smart a character is, how likable a character is (Willpower is the closest!), or other standard mental stats.
** Further averted by derived stats and miscellany. Health, Steel, Reflexes, and emotional attributes are based on other attributes and the answer to a brief questionnaire. Yes, living in filth makes you unhealthy and being enslaved can break your resolve (unless you're iron-willed, in which case it only makes you more indomitably determined!)

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** Heavy armor can still shrug off some arrows, but against a longbow (greatbows) with bodkin arrows you'll need immense luck not to take wounds even through plate armor.



** Armor is a chance to complete avert all damage no matter how successful the attack was otherwise. Plate armor can make even a mediocre swordsman an unstoppable juggernaut on the battlefield, at least until they've taken enough hits that the armor starts coming to pieces around them. The Dwarves' signature mail is too tough to be damaged by ordinary weapons, meaning fighting a Dwarf Prince is likely an exercise in futility.



** Also impossible with many weapons. Many require you to script something in between attacks; the slowest require you to script an action of getting back into position to strike. Ranged weapons require many actions to reload, to the point where firearms are most likely going to be used once and then dropped in favor of melee.



** Elves can have their Grief turned into the Spite of the Dark Elves, which tends to involve them killing everyone they loved, or at least trying.



** Boring but practical is really wearing armor, probably using a shield, and using a good weapon. You can be tricky with wrestling moves or close quickly with a knife, but playing as a stereotypical knight will work wonders.



** 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.

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** 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 in regular combat. Most characters don't have the heart or similarly lethal.skill and strength to do it.


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** In the Under a Serpent Sun disowned expansion, this is a major part of the setting. The Meek have Need, which increases until they take their own lives. LaResistance has Despair, which can fuel their anger but still eventually leads to suicide or, rarely, joining the Answered and becoming the enemy. The Answered ''feed'' on suicide and carefully cultivate the Meek so that they die properly.


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** And averted in that it's hard to win positioning when you've just effectively disarmed yourself by loosing your arrow and the guy with a sword is now charging you. You can pull this off, but the long time required to draw and knock a new arrow, and the positioning disadvantage, means that this is a tactic for the very nimble.


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** Slightly averted. Roden get a limited form of the Gift, as humans have it, and have similar Faith--except rather than a Church, they have crazed murdering cults.


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* ReligionOfEvil: Roden cults are very close to this, as described. It's also quite possible to have the implied monolithic human church be either this or ChurchMilitant.


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** But averted in that skills begin at half their root stat. You can become skilled, but you start an advantage if you're not weak.


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** Skills include things like Sword (badassery), Rhetoric (moving speeches), Blacksmith (an essential, honorable trade)... and Ditch-Digging.
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Also notable is the inclusion of Emotional Attributes for the traditional fantasy races. While Elves, Dwarves and Orcs are more powerful inherently than humans, they suffer from respective attributes that advance under appropriate conditions and can make a character unplayable if pushed too far. Elves suffer from Grief, Dwarves from Greed, Orcs from sheer Hatred and Dark Elves from Spite. Humans have an optional variant of the subsystem known as Faith, which is more or less ExactlyWhatItSaysOnTheTin.

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Also notable is the inclusion of Emotional Attributes for the traditional fantasy races. While Elves, Dwarves and Orcs are inherently more powerful inherently than humans, they suffer from respective attributes that advance under appropriate conditions and can make a character unplayable if pushed too far. Elves suffer from Grief, Dwarves from Greed, Orcs from sheer Hatred and Dark Elves from Spite. Humans have an optional variant of the subsystem known as Faith, which is more or less ExactlyWhatItSaysOnTheTin.
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** The fact that taking a solid hit often makes a character freeze, panic and flee, or fall to the ground gibbering means fights do often end in one blow, just not lethally.
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fixing redlinks


Burning Wheel is a roleplaying system created by Luke Crane in 2002, revised to the aptly-named Burning Wheel revised 2005, and re-updated to Burning Wheel Gold in 2011. Character creation ('Character Burning') is done by choosing 'lifepaths' within each of the playable races. The main setting is unapologetically even more Tolkienesque than the basic D&D including Trolls that turn to stone in sunlight and Orcs who were formerly elves. For Men, however, the lifepaths are designed based on 12th-century France, so it's also much more medieval than many fantasy RPGs.

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Burning Wheel is a roleplaying system created by Luke Crane in 2002, revised to the aptly-named Burning Wheel revised 2005, and re-updated to Burning Wheel Gold in 2011. Character creation ('Character Burning') is done by choosing 'lifepaths' within each of the playable races. The main setting is unapologetically even more Tolkienesque than the basic D&D including Trolls that turn to stone in sunlight and Orcs who were formerly elves. For Men, however, the lifepaths are designed based on 12th-century France, so it's also much more medieval than many fantasy RPGs.
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* WolverinePublicity: 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''!

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** Uh, no. 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.

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** Uh, no. 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.



* BigBadassWolf Great Wolves are horse-sized wolves of human intelligence. Some are born into, or captured and enslaved by, the 'forces of darkness' to act as mounts for Orcs. Some become shaman-like spirit speakers or use ancient magic. Most just live like wolves and avoid contact with any bipeds save the occasional elf.

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* BigBadassWolf Great Wolves are horse-sized wolves of human intelligence. Some are born into, or captured and enslaved by, the 'forces of darkness' to act as mounts for Orcs. Some become shaman-like spirit speakers or use ancient magic. Most just live like wolves and avoid contact with any bipeds save the occasional elf.Elf.



** The races are particularly unbalanced by design. Dwarves and Elves are stronger and tougher than men. The rules suggest giving Men more lifepaths and elder races fewer if they're supposed to be on the same power level. OurElvesAreBetter indeed.



* OneHitKill: A black-shade wound tolerance meeting a grey or white-shade attack ends up like this.

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* OneHitKill: A black-shade wound tolerance meeting a grey or white-shade attack weapon ends up like this.this. A grey-shade weapon will kill with a scratch.

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Burning Wheel is a roleplaying system created by Luke Crane in 2002 and updated in 2005. Character creation ('Character Burning') is done by choosing 'lifepaths' within each of the playable races. The main setting is unapologetically even more Tolkienesque than D&D including Trolls that turn to stone in sunlight and Orcs who were formerly elves.

The system's main agenda is focus on generating conflict and eschewing minor dice rolls for advancement of the story. It is stated by the author that events in-game should involve as much personal stake as possible for the characters. If there is no conflict, no dice are rolled. Complimentary to this is the advancement system: rolling anything related to a character that can improve, in most cases even if the roll fails, advances your skill if there is something at stake involved in rolling. The result is that redundant dice checks are eliminated in lieu of story advancement.

to:

Burning Wheel is a roleplaying system created by Luke Crane in 2002 2002, revised to the aptly-named Burning Wheel revised 2005, and updated re-updated to Burning Wheel Gold in 2005.2011. Character creation ('Character Burning') is done by choosing 'lifepaths' within each of the playable races. The main setting is unapologetically even more Tolkienesque than the basic D&D including Trolls that turn to stone in sunlight and Orcs who were formerly elves.

elves. For Men, however, the lifepaths are designed based on 12th-century France, so it's also much more medieval than many fantasy RPGs.

The system's main agenda is focus on generating conflict and eschewing minor dice rolls for in favor of advancement of the story.story—and ''major'' dice rolls. It is stated by the author that events in-game should involve as much personal stake as possible for the characters. If there is no conflict, no dice are rolled. Complimentary to this is the advancement system: rolling anything related to a character that can improve, in most cases even if the roll fails, advances your skill if there is something at stake involved in rolling. The result is that redundant dice checks are eliminated in lieu of and all rolls should be tied to story advancement.



There are currently 5 books out for the core rules. The Core Book explains the core rules, the Character Burner introduces the 4 base playable races (Dwarfs, Elves, Humans and Orcs) and their lifepaths. The Monster Burner introduces 4 more playable races (Roden (anthropomorphic rodents), Great Spiders (giant intelligent spiders), Trolls and Great Wolves (giant wolves ranging from Tolkien's Wargs to those in PrincessMononoke) along with many monsters and the rules to create more. The Magic Burner introduces more magic systems, some new lifepaths who use these systems, rules for creating your own, and describes some of the archetypal mages (both good and evil). The Adventure Burner is mostly system commentary and campaign creation advice.

There is also the BurningEmpires book which allows you to use the system in the IronEmpires setting and includes all the rules for doing so.

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There are currently 5 books out for three extra rulebooks in addition to the core rules. The Core Book main rulebook, which explains the core rules, the Character Burner rules and introduces the 4 four base playable races (Dwarfs, Elves, Humans Men, and Orcs) and their lifepaths. The Monster Burner introduces 4 four more playable races (Roden (anthropomorphic rodents), Great Spiders (giant intelligent spiders), Trolls Trolls, and Great Wolves (giant wolves ranging from Tolkien's Wargs to those in PrincessMononoke) along with many monsters and the rules to create more. The Magic Burner introduces more magic systems, some new lifepaths who use these systems, rules for creating your own, and describes some of the archetypal mages (both good and evil). The Adventure Burner is mostly system commentary and campaign creation advice.

There Several books with additional settings and rules were written. Burning Sands: Jihad is also {{Dune}} with the BurningEmpires book SerialNumbersFiledOff very, very minimally. The Blossoms are Falling is Burning Wheel set in Heian-era Japan... which allows you means the katana has not yet been invented and the term "bushi" is far more common than "samurai," who are only just rising to prominence. Under a Serpent Sun was a PostApocalyptic adaptation that was bleak even for that genre and inspired by (and full of ShoutOuts to) AtTheGates; it was disowned by Luke Crane for being basically flawed and unplayable.

Two other full games
use adaptations of the system in Burning Wheels rules but require no additional books: BurningEmpires, which uses the IronEmpires science fiction setting and includes all MouseGuard, which adapts the rules for doing so.graphic novels of the same name to RPG form.

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