"Black Dougal gasps 'Poison!' and falls to the floor. He looks dead."
Showing posts with label Tunnels and Trolls. Show all posts
Showing posts with label Tunnels and Trolls. Show all posts

Tuesday, December 1, 2009

B/X S&S: Thinking about a Mutant Future variant

Going back to a post I made a while ago, D&D Levels and S&S, I had a multi-part idea for B/X S&S.

Everything would be as per the B/X rulebooks and my B/X S&S classes except:

1. Use a hit point system similar to Mutant Future.
Fighter and Barbarian use 1d8 / point of CON
Atlantean, Savage and Thaumaturge use 1d6 / point of CON
Thief and Sorcerer use 1d4 / point of CON

For example, a Fighter with a Constitution of 12 would roll 12d8 for hit points.


2. Use a THACO system inspired by Tunnels & Trolls.
2a. All classes have a base Melee and Missile THACO:
Fighter - Melee 15, Missile 15
Savage - Melee 16, Missile 15
Barbarian - Melee 15, Missile 17
Atlantean - Melee 16, Missile 16
Thief - Melee 17, Missile 17
Thaumaturge - Melee 18, Missile 18
Sorcerer - Melee 19, Missile 19

2b. Using the standard Bonuses and Penalties Due to Abilities from B/X:
3:..........-3
4-5:........-2
6-8:........-1
9-12:......nil
13-15:.....+1
16-17:.....+2
18:.........+3
Modify the Melee THACO using the bonuses and penalties from Strength, Dexterity and Wisdom.
Modify the Missile THACO using the bonuses and penalties from Intelligence and double the Dexterity bonuses and penalties (effectively counting Dex twice for Missile THACO).

For example, Barak the Barbarian begins with a base Melee THACO of 15. His attribute scores include STR of 17 (+2), DEX of 12 (nil), and WIS of 8 (-1). His adjusted Melee THACO is then 14 (15-2+0+1... remembering that a bonus reduces THACO while a penalty increases it).

His base Missile THACO is 17. This is modified by his DEX of 12 (nil) which is doubled (but still nil) and INT of 9 (nil) resulting in an adjusted Missile THACO remains 17.


Monsters and NPCs would use a base THACO of 20 minus HD, modified by the mercy or blood-thirstyness of the DM.


3. Using the Experience Tables for each class from B/X, when a new level is reached roll 2d8. If the result is above the new level attained, the character gains a bonus of 1 to the following ability (d6):
1: STR
2: INT
3: WIS
4: DEX
5: CON
6: CHR
each ability has a maximum score of 18 - if a bonus would increase the ability higher than 18 the bonus is disregarded for this level.

For example, Barak gains enough experience points to reach 3rd level. The player rolls 2d8 and scores a 7 which is greater his new level of 3 so he gains a bonus to one ability. The player rolls a d6 and gets a 3 so Barak's Wisdom goes up by 1, from 8 to 9. The player will now recalculate Barak's Melee THACO.


It keeps the class structure of B/X while reducing the reliance on levels. Using the 2d8 to roll over new level would mean that there would be faster ability improvement at lower levels but much slower at higher levels. However, using the standard ability modifiers from B/X would mean that the ability bonuses would not always have an immediate impact on combat - except for improvements to Constitution which would impact hit points. Also, given that starting characters would begin with ability scores generated using 3d6 in order and the random nature of the ability score bonuses, it would be unlikely that any high level character would get a bunch of 18's.

I have no idea how this would play or balance out (especially for the classes with lower level limits) but it sounds kinda fun.

Friday, November 6, 2009

The Sword & Sorcery Vibe


I have had the sword & sorcery vibe going the last while.

Honestly, if I were to run a S&S inspired game I probably wouldn't use D&D - even though I think B/X, with a few very minor tweaks, could do S&S very well (just look at the monster roster in B/X). But I might still post some thoughts here about a S&S B/X game.

Instead, assuming I could find players, I would likely use either Tunnels & Trolls or Barbarians of Lemuria.

I think that the mechanics of T&T would do a great job for a pulpy S&S game. Some might be put off by the humour in the spell names but those are easily changed. Remove the kindreds and allow only human characters and you are on your way.




I haven't heard much about Barbarians of Lemuria the last while but it is suppose to be republished by Cubicle 7 in the next while. The fast and furious mechanics are perfect for the genre (it uses a simple 2d6 vs target number mechanic). The Careers and Trait & Flaws takes the simple mechanic and makes it very flavourful. If you haven't you should check it out.

Tuesday, November 3, 2009

My Tunnels & Trolls

I have often heard/read that if you haven't houseruled T&T you're not actually playing in the spirit of T&T.

As such, if I were to run a T&T campaign right now here are the rules I would use:

1. The base would be 5th edition (but I could easily be talked into 4th due to the lower numbers involved - I find it funny that T&T has some of the "bloat" and "inflation" that D&D players complain about).

2. Add Speed Attribute - useful for fleeing monsters, chase scenes, etc.

3. Wizards - do not get to use any combat adds from strength but could use any weapon. They would still use strength for their spells.

4. Kindreds - I would adopt the 6th edition mechanics for generating attributes so humans get 4d6 and drop lowest. Instead of using the Peters-McAllister chart with attribute multipliers for other kindreds, the number of dice rolled for each attribute changes. For example, the number of 6-sided dice rolled for a dwarf are: Strength 5, IQ 3, Luck 2+1, Constitution 5, Dexterity 3 Charisma 3, Speed 2+2.

5. Talents - All human characters begin play with one talent. The talent should be a word or short phrase that encapsulates an ability, skill or knowledge (or all three).As long as the player can make a logical, interesting or amusing connection between his character’s talent and the task currently being attempted, add + 5 to the relevant Saving Roll (effectively reducing the difficulty level by 1).

6. Combat - I would use Special Damage such as Spite Damage and other monster abilities triggered by rolling 6's.

6a. Combat - I would use the base assumption that the losing side of a round of combat would split the damage taken evenly but I would also allow a SR to try to either protect a party member and therefore take their damage on yourself or to try to force your damage onto another party member (with or without their consent).

Wednesday, August 26, 2009

Another Quick Thought About Skype Gaming and T&T

I am starting to think that Tunnels & Trolls would be a great system for a game using skype.

It may just be a byproduct of the lack of physical cues when gaming over skype but I am finding the D&D individual attack rolls and the narrative that goes along with them to be disjointed. T&T's pooled combat rolls and single resulting narrative would likely "flow" better. I also think that the craziness that is possible using saving rolls would be great fun and keep the action moving.

Tuesday, July 14, 2009

A Tunnels & Trolls idea

A little out of left field...

I have read Barbarians of Lemuria a number of times over the past month. I may do a bit of a review here at some point.

This weekend I took my kids camping. I took along the 5.5E of Tunnels & Trolls and also the 6th edition. I have had a hankering for some T&T the last while.

Then I had a thought. One of the things I really like about Barbarians of Lemuria is its Traits (or Boons) and Flaws system. The core mechanic of BoL is 2d6 vs a target number. If you have a Boon that applies the roll becomes a 3d6 keep the high 2d6. For a Flaw you keep the low 2d6.

What if you took the same system and applied it to Tunnels & Trolls for Saving Rolls? For example, Ungar the Umbrageous, the level 1 rogue, has a Boon of "Sneaky". If Ungar had to make a saving roll for a situation where stealth was important he could roll 3d6 instead of 2d6 and keep whichever two dice he wanted - thus still being able to DARO (Doubles add and roll over).

Thursday, May 21, 2009

T&T Barbarian Prince Solo


This long weekend I had some time to myself so I decided to try something I mentioned back at the beginning of this blog. I tried the Barbarian Prince game using the Tunnels & Trolls rules.

I rolled up Cal Arath, The Barbarian Prince. He was a 4th level Warrior with +11 combat adds and a CON of 13. He was equipped with "Bonebiter", his magical broadsword (4+1), Scale Armour (8 hits) and a Target Shield (4 hits).

After escaping the mercenary and royal guards of the usurpers of his father's thrown, Cal found himself in the plains just north of the Tragoth River. After failing to find an easy way across the fast moving river, Cal narrowly avoided being discovered by a mercenary patrol.

The next day, Cal found a place to cross the river and spent the next day trudging through some marshy lowlands. Near the end of the day, Cal spotted a dark wood on the western horizon.

The next morning Cal decided to enter the forest to avoid detection of any other patrols that may be pursuing. In the forest Cal was ambushed by three desperate bandits. It was a close fight with Cal and the bandits exchanging blows -each side was only able to inflict 1 or 2 damage on each side for a number of rounds (which Cal's armour easily absorbed). Then after many rounds Cal landed a devastating blow to the bandits and dramatically lowered their combined MR. After that, Cal easily mopped up.

After spending two more days traveling under the canopy of leaves without trouble, Cal was suddenly surrounded by 18 wolves! The fight was quick. The true heir to the Northern Kingdom died an anonymous death far from home.

Tunnels & Trolls is a very easy rule set with which to do this sort of thing. Poor Cal just got unlucky when he was surprised by 3d6 wolves and I happen to roll an 18. I haven't rolled an 18 with a 3d6 in so long I was nearly stunned.

Wednesday, March 4, 2009

Cal-Con Update

I am running two sessions at Cal-Con during the last weekend of March. Both sessions I will be using my favorite rules - B/X!

Here is the write-up I gave:

Hop into the way-back machine, go back to 1981 and play the Dungeons & Dragons that was the introduction to role-playing for nearly an entire generation – a Dungeons & Dragons that is fast and furious, and fun is the ultimate goal.

Recently, a tribe of goblins has been raiding the countryside. On their last raid they captured a dozen prisoners. You have banded together to rescue them. The party has tracked the goblins to the Haunted Keep – right up to the only door to the east tower.


I am going to use a modified version of Dragonfoot's The Haunted Keep.

I think that I will do up some posters to put up in some of the local stores and also at the Con itself.

Any suggestions or tips?

EDIT: I also signed up to play in a Tunnels & Trolls game which I am greatly looking forward to.

Monday, February 23, 2009

Troll Barbarian Prince

An old post at dragonsfoot (here) talks about using the old Dwarfstar game Barbarian Prince along with Classic D&D. I found it interesting. But my thought is that it would work even better with Tunnels & Trolls. I may have to try that. Heck, it is even made for solo play - very T&T-esque.