Post by Porkbelly on Dec 12, 2009 6:45:19 GMT -5
As the prof suggested I'm just going through the Hyper T&T rulebook making notes and looking for new or altered rules from T&T 5th. Here's my notes on the first 50 odd pages, about halfway through chapter 1.
HYPER T&T (Part 1)
Preface
This is just your standard introduction to T&T and this section also has the usual "what is an RPG" type of stuff. In regards to how HT&T fits with T&T there is the following comment:
T&T vs. Hyper-T&T
The fundamental rules of T&T still apply to HT&T and not much has been changed from the original (instead HT&T introduces many new rule additions). Some examples of differences include the revised attribute modifiers for kindred, and the rules for armor bonuses to replace the warrior armor doubling ability. In every case, it is always possible to play using the original version of the rules if that is desired.
Chapter 1 – Character Creation
Section 1 - Attributes
Section 2 - Kindred
Section 3 - Combat Adds
Section 4 - Professions
Section 5 - Experience
Section 6 - Equipment
Section 7 - Languages
Section 8 - Skills
Section 9 - The Character Sheet
Section 10 - Character Creation Checklist
1 Attributes
There follows a description of the six standard T&T attributes: Strength, Intelligence, Luck, Dexterity, Constitution, Charisma. Standard 3d6 is used to roll attributes, adjusted by kindred modifiers.
2 Kindred
Common kindred are the usual Human, Dwarf, Elf, Fairy, Hobbit and Leprechaun. The ability to play alternative monster kindred is noted as one of the key principles of the game.
Standard kindred descriptions are briefly given; attributes modifiers are revised as follows:
Humans - Any one attribute can be modified x 1.5.
Dwarves - STR x 1.5; CON x 1.5; CHR x 0.66
Elves - INT x 1.5; DEX x 1.5; CHR x 1.5; CON x 0.66
Fairies - STR x 0.25; CON x 0.25; LK x 1.5; DEX x 1.5; CHR x 1.5
Hobbits - STR x 0.5; CON x 1.5; DEX x 1.5
Leprechauns - STR x 0.5 (minimum 5); INT x 1.5; LK x 1.5; DEX x 1.5
Leprechauns are always Sorcerers (a school of magic described later), not belonging to any guild. They have the natural "Wink-Wing" ability.
The rules suggest character age can be determined by a dice roll, using the following guide:
Humans: 3d6+10
Hobbits and Leprechauns: 3d6+30
Dwarves, Elves and Fairies: 3d6+50
The standard Height and Weight tables, plus kindred modifiers, are also included.
3 Combat Adds
Melee adds are calculated as per standard T&T on STR, DEX and LK.
Missile adds are calculated as per standard T&T on STR, LK and DEX x2
4 Professions
(Note: Very simple descriptions are given in this section and it's a little difficult to understand the distinctions with only a few sentences to go on. I believe the real differences in the professions should become more apparent later in the sections on Skills, Combat and Magic)
Warrior
The standard T&T warrior.
Fighting Monk
(Note: Japanese translation reads as "Western Fighter" but I figure the West in this case refers to China.)
A warrior that specializes in unarmed combat. This fighter is restricted in the use of weapons and armor (no shields), but where other character types get only 1 dice for unarmed combat, the monk gets 1 dice per level of experience.
Wizard
The standard T&T wizard. They have their own school of magic distinct from other professions of spell-casters.
Sorcerer
Another wizard type, but a specialist of the darker arts such as curses and necromancy. Sorcerer's have their own set of spells.
Wizard-Warrior
The standard T&T wizard-warrior with the same stiff attribute requirements.
Fighter-Mage
Another type of T&T wizard-warrior (and the same requirements). This warrior is crossed with the Sorcerer school of magic.
Priest
(Note: Reading ahead a little bit I think this might be a direct implementation of Dorothy March's article from SA)
Minimum charisma of 10 required. The priest is restricted to weapons favored by their deity, but no restrictions to armor. They have their own type of "miracle magic" system.
Holy Warrior
Warriors that are capable of performing minor "miracle magic". No restrictions to weapons or armor, but a preference for whatever is favored by their sect. They are expected serve their deity faithfully and conduct themselves according to doctrine.
Rogue
The T&T "rogue wizard" with capabilities in both the Wizard and Sorcerer schools of magic. No restrictions in weapons or armor but are not expected to excel as fighters. They are more proficient in various non-combat skills.
Thief
A roguish profession that favors stealth and cunning over direct confrontation. They have their own school of "thieving magic" and skills, made available through their guild.
5 Experience – Adventure Points and Level
Just a brief explanation of the topic here. Refers to Chapter 6 for more detail of how to earn adventure points.
6 Equipment
Starting coin and copper/silver/gold values same as regular T&T.
There follows several pages of charts for weapons, armor and other equipment – the print is too small here for my eyesight but I'll peruse those in detail after I scan and blow-up the pages.
Weapons
Twin weapons combinations are possible with swords and daggers only, and only if combined strength (not dexterity) requirements are met. Weapon tables show different damage depending on whether the weapon is used in the dominant or 'off' hand. For example, a 3d+4 broadsword is only 2d if wielded in your left hand.
Polearms get halved damage unless in open areas, and in tight spots cannot be used at all.
Some light weapons are combined with your unarmed combat dice. For example, nunchuks add +1 dice to your unarmed combat total (so, 2d for most professions, or level+1d for fighting monks).
Weapon Restrictions
Fighting monks are restricted to nunchuks, bludgeon, baton, polearms, spear, dagger, African throwing knife, chakram, shuriken, blowgun.
Wizards and Sorcerers generally cannot use weapons over 2 dice (subject to usual penalties if they do).
Priests must use weapons as stipulated by their religion.
Armor
Combined strength requirements for all armor pieces worn/carried must be met.
Armor Restrictions
Only the fighting monk has armor restrictions. They are limited to the use of light quilted silk/cotton armor or leather armor. Fighting monks also cannot carry shields.
Full and Partial Armor
Both full suits and partial armor pieces are available. Combat options in Chapter 4 allow special locations to be targeted so protection given to body locations might be important to consider. The rules include a table showing what pieces make up each full suit of armor.
Armor Bonuses
Professions such as Warriors are able to make more effective use of armor in combat. To reflect this in HT&T characters get bonus armor points depending on their professions as follows:
Warriors, including Holy Warriors and Fighting Monks get a 3 point armor bonus if wearing a full suit, and another 1 point bonus if carrying a shield.
Wizard-Warriors and Fighter-Mages get a 1 point armor bonus if wearing a full suit, and another 1 point bonus if carrying a shield.
Other Equipment
A fairly comprehensive set of tables and notes is provided for purchasing all types of equipment, transportation and various other services.
7 Languages
All characters start out with knowledge of the 'common' tongue plus any tongue that is native to their kindred. A starting intelligence of 13 or more allows the character one more language.
Two tables of broadly spoken (humanoid) and less common (animal) languages are provided. Players can roll on the tables to randomly determine what additional language their characters can speak. Animal languages (anybody here speak 'whale'?) are described more as an affinity with those creatures rather than actual vocabulary. New languages can be acquired as experience level increases.
Next up will be a very long section on Skills and how to use them.
HYPER T&T (Part 1)
Preface
This is just your standard introduction to T&T and this section also has the usual "what is an RPG" type of stuff. In regards to how HT&T fits with T&T there is the following comment:
T&T vs. Hyper-T&T
The fundamental rules of T&T still apply to HT&T and not much has been changed from the original (instead HT&T introduces many new rule additions). Some examples of differences include the revised attribute modifiers for kindred, and the rules for armor bonuses to replace the warrior armor doubling ability. In every case, it is always possible to play using the original version of the rules if that is desired.
Chapter 1 – Character Creation
Section 1 - Attributes
Section 2 - Kindred
Section 3 - Combat Adds
Section 4 - Professions
Section 5 - Experience
Section 6 - Equipment
Section 7 - Languages
Section 8 - Skills
Section 9 - The Character Sheet
Section 10 - Character Creation Checklist
1 Attributes
There follows a description of the six standard T&T attributes: Strength, Intelligence, Luck, Dexterity, Constitution, Charisma. Standard 3d6 is used to roll attributes, adjusted by kindred modifiers.
2 Kindred
Common kindred are the usual Human, Dwarf, Elf, Fairy, Hobbit and Leprechaun. The ability to play alternative monster kindred is noted as one of the key principles of the game.
Standard kindred descriptions are briefly given; attributes modifiers are revised as follows:
Humans - Any one attribute can be modified x 1.5.
Dwarves - STR x 1.5; CON x 1.5; CHR x 0.66
Elves - INT x 1.5; DEX x 1.5; CHR x 1.5; CON x 0.66
Fairies - STR x 0.25; CON x 0.25; LK x 1.5; DEX x 1.5; CHR x 1.5
Hobbits - STR x 0.5; CON x 1.5; DEX x 1.5
Leprechauns - STR x 0.5 (minimum 5); INT x 1.5; LK x 1.5; DEX x 1.5
Leprechauns are always Sorcerers (a school of magic described later), not belonging to any guild. They have the natural "Wink-Wing" ability.
The rules suggest character age can be determined by a dice roll, using the following guide:
Humans: 3d6+10
Hobbits and Leprechauns: 3d6+30
Dwarves, Elves and Fairies: 3d6+50
The standard Height and Weight tables, plus kindred modifiers, are also included.
3 Combat Adds
Melee adds are calculated as per standard T&T on STR, DEX and LK.
Missile adds are calculated as per standard T&T on STR, LK and DEX x2
4 Professions
(Note: Very simple descriptions are given in this section and it's a little difficult to understand the distinctions with only a few sentences to go on. I believe the real differences in the professions should become more apparent later in the sections on Skills, Combat and Magic)
Warrior
The standard T&T warrior.
Fighting Monk
(Note: Japanese translation reads as "Western Fighter" but I figure the West in this case refers to China.)
A warrior that specializes in unarmed combat. This fighter is restricted in the use of weapons and armor (no shields), but where other character types get only 1 dice for unarmed combat, the monk gets 1 dice per level of experience.
Wizard
The standard T&T wizard. They have their own school of magic distinct from other professions of spell-casters.
Sorcerer
Another wizard type, but a specialist of the darker arts such as curses and necromancy. Sorcerer's have their own set of spells.
Wizard-Warrior
The standard T&T wizard-warrior with the same stiff attribute requirements.
Fighter-Mage
Another type of T&T wizard-warrior (and the same requirements). This warrior is crossed with the Sorcerer school of magic.
Priest
(Note: Reading ahead a little bit I think this might be a direct implementation of Dorothy March's article from SA)
Minimum charisma of 10 required. The priest is restricted to weapons favored by their deity, but no restrictions to armor. They have their own type of "miracle magic" system.
Holy Warrior
Warriors that are capable of performing minor "miracle magic". No restrictions to weapons or armor, but a preference for whatever is favored by their sect. They are expected serve their deity faithfully and conduct themselves according to doctrine.
Rogue
The T&T "rogue wizard" with capabilities in both the Wizard and Sorcerer schools of magic. No restrictions in weapons or armor but are not expected to excel as fighters. They are more proficient in various non-combat skills.
Thief
A roguish profession that favors stealth and cunning over direct confrontation. They have their own school of "thieving magic" and skills, made available through their guild.
5 Experience – Adventure Points and Level
Just a brief explanation of the topic here. Refers to Chapter 6 for more detail of how to earn adventure points.
6 Equipment
Starting coin and copper/silver/gold values same as regular T&T.
There follows several pages of charts for weapons, armor and other equipment – the print is too small here for my eyesight but I'll peruse those in detail after I scan and blow-up the pages.
Weapons
Twin weapons combinations are possible with swords and daggers only, and only if combined strength (not dexterity) requirements are met. Weapon tables show different damage depending on whether the weapon is used in the dominant or 'off' hand. For example, a 3d+4 broadsword is only 2d if wielded in your left hand.
Polearms get halved damage unless in open areas, and in tight spots cannot be used at all.
Some light weapons are combined with your unarmed combat dice. For example, nunchuks add +1 dice to your unarmed combat total (so, 2d for most professions, or level+1d for fighting monks).
Weapon Restrictions
Fighting monks are restricted to nunchuks, bludgeon, baton, polearms, spear, dagger, African throwing knife, chakram, shuriken, blowgun.
Wizards and Sorcerers generally cannot use weapons over 2 dice (subject to usual penalties if they do).
Priests must use weapons as stipulated by their religion.
Armor
Combined strength requirements for all armor pieces worn/carried must be met.
Armor Restrictions
Only the fighting monk has armor restrictions. They are limited to the use of light quilted silk/cotton armor or leather armor. Fighting monks also cannot carry shields.
Full and Partial Armor
Both full suits and partial armor pieces are available. Combat options in Chapter 4 allow special locations to be targeted so protection given to body locations might be important to consider. The rules include a table showing what pieces make up each full suit of armor.
Armor Bonuses
Professions such as Warriors are able to make more effective use of armor in combat. To reflect this in HT&T characters get bonus armor points depending on their professions as follows:
Warriors, including Holy Warriors and Fighting Monks get a 3 point armor bonus if wearing a full suit, and another 1 point bonus if carrying a shield.
Wizard-Warriors and Fighter-Mages get a 1 point armor bonus if wearing a full suit, and another 1 point bonus if carrying a shield.
Other Equipment
A fairly comprehensive set of tables and notes is provided for purchasing all types of equipment, transportation and various other services.
7 Languages
All characters start out with knowledge of the 'common' tongue plus any tongue that is native to their kindred. A starting intelligence of 13 or more allows the character one more language.
Two tables of broadly spoken (humanoid) and less common (animal) languages are provided. Players can roll on the tables to randomly determine what additional language their characters can speak. Animal languages (anybody here speak 'whale'?) are described more as an affinity with those creatures rather than actual vocabulary. New languages can be acquired as experience level increases.
Next up will be a very long section on Skills and how to use them.