Earlier today I was posting about yet another D&D clone. It's not really a bad thing, and I'm extremely glad to see the OSR movement is maintaining a lively growth, but there comes a time when too much choice can be detrimental.
Tunnels & Trolls is a bit more cut and dry. While T&T has gone thru six (or seven) full editions and two "half" editions, in reality editions 1 thru 4 didn't experience much change. 5e was a big jump ahead (and Sorcerer's Apprentice #5 gives a very nice write up of said changes - that's the Winter 1979 issue for those asking). Thus it was, unchanged until 2005, when 5.5 updated and added options (and Fiery Dragon released 7e that same year, in honor of T&T's 30 years).
There is the unofficial 6e, which has a few pieces that are worth stealing... borrowing may be a better choice of words... but being unofficial, it will never receive the support of 5 / 5.5e or 7 / 7.5e.
So, which to play? It's almost like choosing between two different flavors of the OSR... but the Tunnels & Trolls variations are even closer in compatibility.
For me, I think I prefer the 5.5e rules, but I like the 7.5e presentation better. Spiral binding actually works for me, I never expected that. In truth, I'd probably wind up with a set of houserules drawing from both current editions if I were to run a campaign. For solos, I'd probably stick with 7.5e, as its easier to reference when running with a rulebook and a solo adventure at the same time.
Damn, guess I didn't really pick, did i? ;)
D&D fixed HP & a path untraveled - *I missed this post or I'd have included it in my Friday roundup. Instead, it gets a Saturday afternoon discussion.* Arneson's Hit Points for Characters M...
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