Sunday, April 22, 2012
Spells for other kindreds - I have in mind that. to be consisitent, with the L7 rogues rule, other kindreds should only begin to be able to learn Guild spells at L7 - they would need to be L8 for L2 spells, L9 for L3, ecx. Humans would need to be L7 to learn other kindreds' spells and would need to make a L7 INT SR for each spell - a one off chance, no repeat rolls - if you fail when you attempt it, you just don't have the mindset. I'd go further and say no more spells of that kindred can be learnt.
Tunnels & Trolls 5.5 and 7.5 Rulebook Comparison
5.5 Rules
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7.5 Rules
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Comments
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Saving Rolls
(SR)
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Automatic fumble (AF)
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3 or 4
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3
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Chance of failure halved to 1 in 18 (5.5%) – add in
the ability to add your level number into a non-AF failed SR and you’re on
easy street!
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Able to add level number into SR which would
otherwise be missed (excluding AFs)?
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No
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Yes - level should, I think, only be added to an attribute SR where the attribute is one of the four key attributes for the class
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You need to assume divine intervention really to
justify a character with a high INT or CHR, for example, hitting a small
target at long range - which they may well now do since level is based on
their highest key attribute
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Adventure
Points (Aps)
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Retain or Expend?
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Retain
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Expend
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Tallied by GM or Player?
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GM
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Player
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Nice for the GM!
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APs used to increase attributes?
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No
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Yes – increase attribute of choice – need APs = 10
times current attribute value
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Characters keep making steps forward – there’s no
big fireworks moment last Sunday of the month
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APs used to increase level?
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Yes
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No – level rises based on highest attribute relevant
to class when character reaches next multiple of ten eg STR = 30, level = 3
for warriors
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Attributes
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How many attributes are there and what are they?
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6 – STR, INT, LK, CON, DEX, CHR
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8 – STR, WIZ, INT, LK, CON, DEX, CHR, SP
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SP came in pretty early anyway and many people
brought in WIZ in some form rather than use STR to power spells
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Which attributes count towards combat total?
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STR, LK, DEX
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STR, LK, DEX, SP
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Think of SP as reflexes not sprinting
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TARO (triples add and roll over)
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No mention of triples rolling over and adding on
character creation
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TARO clearly stated
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Can make for some amazing new elves, dwarves,
fairies, etc
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Level Bonuses
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New spell for wizards at new level?
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Yes
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No – all spells must be bought
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Now wizards really need to find easily transportable
treasure (or a mate who enjoys teaching…)
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Extra weapon dice for warriors?
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No
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Yes – a warrior adds his level into his comabt total
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I prefer the idea that any weapon gains one extra dice per level over
one eg Level 2 warrior gets 4d6 for bludgeonLess need to scatter mega-axes, etc throughout the
dungeon
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Ability to add level number to missed SRs
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No
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Yes - see above
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Can players increase any attribute in the same way?
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No – some increase by ½ the level number, others by
the level number and LK by twice the level number
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Yes – it’s just as easy to increase INT or DEX as LK
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Talents
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Do characters have talents?
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No
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Yes – talents are based on a key attribute and when
that talent is used the value of the talent (1d6) when character is created)
is added to the attribute for SR purposes
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Can talents be freely chosen?
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N/A
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Yes but the broader they are the less likely the GM
is to accept anything other than a high SR level; talents do not increase
combat rolls
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This is an easy way of adding depth to characters
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Kindred
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What modifiers apply?
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We’ll just cover the changes
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Dwarves – now it’s LK 2/3 rather than CHR; Elves –
it’s LK 3/2 instead of DEX and WIZ is x 2; Fairies – LK and DEX are x 2 not
3/2 and WIZ is also x 2; Hobb(it)s – LK now 3/2 not x 1
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I’d gone that way with dwarves (LK)
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What about humans?
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Very ordinary (disadvantaged!)
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No change
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I like the idea that only humans can join Guilds –
eg only human warriors get double armour protection, only human wizards get
all the L1 spells (maybe a suitable selection for other kindreds)
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How about rounding?
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Always round down (thanks Liz!)
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The player gets the benefit – round up J
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How about SP modifiers?
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All at 1
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All at 1
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Given that SP is about reaction time, my view is
that there should be some kindreds/creatures with modifiers greater or lesser
than 1
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Magic
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Can wizards automatically cast spells?
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Yes
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No – they must make an INT SR at the spell level or
it fails
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Annoying to have just bought that Hidey Hole spell
and not roll the 10 you need to cast it!
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Do wizards get all first level spells?
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Yes
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Yes – and there are a lot more!
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You need to study those spells to be effective
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What are the attribute requirements to cast a spell?
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INT 10, DEX 8, the former increasing by 2 each
level, the latter by 1
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INT 10, DEX 10, both increasing by 2 each level
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Still, it’s much easier to up those stats in the
early days
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What does a wizard need to cast a spell?
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STR
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WIZ
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Weapons
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Can wizards use any weapon?
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No – they are limited to 2 dice weapons
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Yes- but they get no personal adds when using
weapons with more than 2 dice
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Combat
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Can fights end in stalemate?
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Not if you bring tiredness into play
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No because of the spite damage rule – each 6 rolled
equates to one point of bodily harm done, even by the losing side; 6s only
add into a winning combat score if the fight was close e.g. you win by 2
(after taking armour into the reckoning) and roll 3 sixes and you do 3 points
of damage not 2; your combat total indicates 3 points of bodily harm – well,
that was the 3 spite points
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A weakened champion could die at the hands of a
small foe he is in the process of crushing…
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What about Monster Ratings?
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A MR of 250 gets the creature 26 d6 plus 125; as it
takes harm both the d6 and the adds go down
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Same starting point but as damage is taken, only the
adds decrease e.g. after 50 hits, the creature still gets 26 d6 but only 100
adds
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More than a little tougher but you get used to it!
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Can wizards spell-whack anyone?
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Yes – those TTYFs sailed through the air unchecked
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Not necessarily – try casting the TTYF on a foe with
a higher WIZ rating and you get a bad feeling – the spell will not work (as a
rule of thumb 1/10 MR gives you a monster’s WIZ)
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I gave anyone with attributes a PWR (my version of
WIZ) SR – of they rolled a higher level than the caster, the spell failed
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Classes
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Are particular attributes key to particular classes?
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Only with regard to magic since there is an INT and
DEX minimum requirement
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All classes have 4 key attributes upon one of which
they may base their talent
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It is odd, perhaps, that CON is not a key attribute
to warriors (the 4 that make up combat adds are the 4 for warriors); rogues
base their roguery talent on INT, LK and CHR but their four key attributes
are listed as WIZ, INT, LK and DEX
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Rogues
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What advantages do rogues have?
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None really!
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They get a roguery talent based on the highest of
INT, LK and CHR, rolling 1d6 when created and having this to add to the
chosen attribute when using their roguery talent; they get one Level 1 spell
on creation
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Some think roguery should just add to SRs for one
(chosen) attribute
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What restrictions do rogues suffer relating to
magic?
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All spells must be cast at the full cost and they
cannot learn spells higher than the 7th level; the Wizards’ Guild
will not sell spells to rogues
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As left but they are not limited to Level 1-7 spells
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Specialists
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What options are there?
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Just warrior-wizards – if you happen to roll no less
than12 for each of the 6 attributes
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There are paragons instead of warrior-wizards,
rangers, leaders and specialist mages (there are also citizens – not actually
specialists and often non-player characters)
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There are not (yet) any extra bonuses to specialists
as they gain levels beyond spells, extra weapons dice and/or more to add into
failed SRs
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So how do you get a specialist?
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As above, all rolls 12 or better
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Paragon – all 8 rolls 12 or better; Ranger – roll
triples on DEX, roll again and add with the total being at least 15; Leader –
roll triples on CHR, roll again and add with the total being at least 15;
Specialist Mages – roll triples on WIZ, roll again and add with the total
being at least 15; anyone can be a citizen
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What can a specialist mage do?
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N/A
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There are four schools of magic: Conjuring, Cosmic,
Combat and Metabolic – all the spells in the Spell Book belong to one of
these 4 schools; the specialist chooses one school and can never learn spells
from another school – instead the mage automatically knows all the new level
spells as he or she gains a level and the cost is half what an ordinary
wizard would expend
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Pretty neat without getting too close to D&D
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Conversion of
5.5 to 7.5 or vice versa
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First glance possibilities:- 1) just take the highest relevant
attribute of the 5.5 character and calculate the 7.5 level, even if it means
dropping levels; 2) add to a key attribute until it is high enough to bring character to
it’s 5.5 level under 7.5; 3) treat character as being at it’s current 5.5
level even if it would be lower under 7.5 (magic twist of fate?); 4) try to
un wind 5.5 level gains on attributes, determine approximately how many
points would have been gained under 7.5 rules and then spend up big time and
live with the result
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Playability?
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Always was easy to learn and fun & fast to play
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More rules but not that many if you are starting
from scratch – just as fast, furious and funny
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Elven, Dwarven, Fairy and Hobb(it) Spells
KINDRED
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SPELL
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EFFECT
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RANGE,
DURATION, POWER UP, WIZ Cost
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ELF
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Heard It Through The Grapevine
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Enables caster to talk to trees
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Touch/1 turn/Yes/10
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Root Of The Problem
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Makes INT SRs 1d6 levels lower
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20’/1 turn/Yes/12
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Barking Mad
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Causes target to howl manically, unable to attack or
flee
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50’/1 combat round/Yes/12
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Sap Rising
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Boosts CON of caster by 1d6
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Touch/1d6 turns/Yes/15
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Branching Out
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Allows caster to gain sympathy of target if LK and
CHR exceed target’s LK and CHR or MR
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30’/1 turn/Yes/11
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Out Of The Woods
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Enables caster to escape from traps with a LK SR at
1d6 level
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10’/1 combat round/No/18
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DWARF
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Hammer Blow
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Enchants blunt weapon to shatter metal, stone and
other brittle solids
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Touch/I combat turn/No/8
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Pulverise
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Enchants blunt weapon to crush stone, metal, wood
and other solids to powder or fragments
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Touch/I combat turn/No/8
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Stonewall
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Erects stone wall in front of caster up to twice
casters height and three times arm span, taking 6d6 hits
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20’/I turn/Yes/10
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Rock On
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Enables caster or other being to keep going under
extreme conditions – doesn’t restore CON but SRs are based on full attributes
not reduced ones
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Touch/I hour/Yes/15
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Boulderly Go
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Enables caster to hurl a boulder unerringly at a
target – generates STR x level hits
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50’/I combat round/No/12
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Can You Dig It?
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Caster is able to dig out a tunnel through earth or
rock with bare hands – tunnel is 50’ per level
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Touch/5 minutes/Yes/15
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FAIRY
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Fair Enough
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Causes target to accept caster’s word as true if INT,
LK and CHR are greater than target
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20’/1 turn/Yes/16
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Twinkle Toes
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Doubles caster’s DEX and SP
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Touch/1 combat turn/Yes/18
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Fair Thee Well
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Allows caster to bestow blessing for one day on
another being – all attributes increase by 2d6 for day
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Touch/1 day/Yes/24
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Grotto
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Forms a protective grotto around the caster which
cannot be seen into and which cannot be penetrated physically – magic 3
levels higher can affect the grotto; big enough for 4 fairies
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20’/1 day/Yes/24
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HOBB(IT)
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Stomple
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Doubles size of caster’s feet making them a 3d6
weapon each
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Touch/1 combat turn/Yes/6
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Smorgas
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Conjures small cake which if eaten trebles caster or
another being’s CON
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Touch/2 combat turns/Yes/10
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Atlas
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Allows caster or another being to carry 100 times
normal weight
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Touch/2 turns/Yes/7
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Deadly Dare
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If caster accepts a challenge, this spell doubles
caster’s LK
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Touch/1 hour/Yes/12
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