One of the nice things about Tunnels & Trolls is how easy it is to house rule the system without breaking it. When you look at T&T 1e, right thru to 5e, its the same system with new rules built on top of it. 5.5e, and 7e / 7.5 mix things up a bit, but it is still all cross compatible. A character built with one edition of the rules can coexist with a character from a different edition. All this is probably why I plan to steal from multiple editions when I get my game up an running.
One thing I want to house rule is "Spite Damage". It's an excellent addition to the rules (although maybe not so much while soloing, as healing is often few and far between in the solos), but a bit hurtful if your opponent is rolling many dice, as those 6s can and will kill you.
What I'm thinking of is giving damage from Spite a Saving Roll vs Luck to halve the damage (round up), to a minimum of 1 point. The saving roll will have a base level of 1, and increase a level for each 1 point of Spite Damage after the first. The save is based upon pre-split damage, so splitting 6 points of spite damage 3 ways would require the 3 characters to make level 6 S/Rs vs Luck, not level 1. Warriors would add their level to their S/R.
Large amounts of Spite Damage would be hard to save against, but with DARO there would always be a chance. I like to give suckers a chance ;)
Mail Call and Review: Hexbound: A Witchy Supplement for 5e
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[image: Hexbound: A Witchy Supplement for 5e]
So this one was a bit of a surprise for me this week. I honestly kinda
forgot I backed it over two and half...
4 hours ago
Interesting option!
ReplyDeleteI like spite damage as a concept, but it can be harsh in reality. combat in T&T can be very lethal, and healing is not on the levels of having a D&D healbot in the party.
ReplyDeleteI still need to playtest it, but I think it will work.