Sunday, October 17, 2010

Review - Tunnels & Trolls 7.5e - The Rulebook - Part 2

I can already see this is going to span many parts.  That's ok tho', I have a decent amount to say on the topic ;)

Character generation, at it's core, is pretty much as you know it from any of the OSR games at: roll 3d6 per attribute, either in order or assign as you will.  In Tunnels & Trolls, your race (Kindred) will determine modifiers to those rolls.  Not + / - 1 as in the games you might know, but as a multiplier: in the case of a Dwarf, x2 to STR and CON, 2/3 to CHA (Strength, Constitution and Charisma - see, you know the game already ;)

There is also a point system for character generation, sort of as a nod to modern sensibilities.  When using the point system, Kindred modifiers are not applied.

Wait, I almost forgot the rule of TARO - Triples are rolled over AND added to the previous roll.  Ex: You roll 4, 4, and a 4, which equals 12.  Keep the 12, roll 3d6 again... they total 10, your total score is a 22 for that attribute.

Me, I was always the roll 4d6 and drop the lowest type of GM in D&D and such.  Using that in T&T will greatly increase the odds of rolling a triple (if the player can choose which die to drop).  It will also improve the chances of rolling scores high enough for a Paragon (Warrior / Wizard dual class).  I don't think it would be all that balance breaking, especially as Attribute Scores will be increasing as one spends earned Adventure (experience) Points.

Adventure Points allow one to increase Ability Scores.  They are earned by killing stuff, role playing, saving rolls and other methods.  Increasing you Ability Scores can increase your Personal Adds (more on this later), make you better at relevant Saving Rolls, make you better at surviving combat (CON = HP), etc.  They also determine your character level in 7.5e (back in 5e, your Adventure Point total determined your level).  In 7e, it cost 100 AP x current stat to increase by 1 (from 10 to 11 costs 1,000 AP).  In 7.5e, that cost has been lowered to 10 AP x current stat to increase by 1 (from 10 to 11 costs 100 AP).  The lowered cost is definitely more reasonable, but I suspect the AP award for completing the included solo adventure (reviewed here) was written for the 7e rules.  Or Ken is just a very generous GM ;)

K, that's it for now.  Back later

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