I'm trying to run a dT&T game with my friends and I'm not sure how to pick the SR that a character needs to hit. There doesn't seem to be a lot of guidance on this subject that I can find but maybe I have overlooked something.
For instance my friend was playing a warrior and he was going to lose the fight he was in with just a strait dice roll off, so he decided to pull down a nearby tapestry onto the Ogre so it would be blind and tangled up in the cloth.
It wasn't too far fetched and it was hanging nearby so I gave him only a SR2 target to do it. Because of this the fight swung wildly in his favour and he dispatched the ogre with little difficulty. That's not a bad thing but I'm unsure if I set the SR too low. I could have used the monsters MR score to pick the SR but I'm unsure how to do that or even the level of the dungeon but I just went with how easy it was to do.
Last Edit: Mar 19, 2017 10:55:12 GMT -5 by lichbeard
I don't have time to do a full reply now, but the level of the SR would be situational - how hard is the tapestry to pull down, what effect will it have on the opponent, what happens if the attempt fails - all of these and more can be factors.
Post by ProfGremlin on Mar 19, 2017 14:06:24 GMT -5
Welcome to the Trollbridge, Lichbeard. Setting saving roll difficulty is something that I think has confused many of us at the beginning of our journey with T&T. Devadasi wrote one of the best set of guidelines I've come across for setting SR difficulty. She's posted it a couple of different times on the 'bridge but here's a link to the one I found first: "Difficulty Level Table"
First, I want to say I do not think you made your SR "too low". It sounds like the player used the environment presented to stunt around and make cool stuff happen, which in my book is always a good thing. There was a chance of failure, but success gave him the upper hand. Maybe next time he gets seen around the dungeon the ogres will be onto him. "AEE! There's the SLY one, he is!"
In theory, my SR levels worked something like this.
1st Level- generally a thing which most people, or elves, or dwarves could succeed at if given a bit of preparation and the essential tools. There is still a chance of things going wrong, but more than likely it can be done. 1st level ST roll is what i would ask of a human trying to toss a coil of hemp rope across a 30' chasm to the other side.
2nd level, generally some degree of expertise, or courage is required for this. Something like jumping from the back of one racing horse to the back of another.
3rd level moves us into "professional" territory. This is a feat you would expect needed to be "trained" for ( though this is not the case in TnT, because with enough doubles, everyone can be a professional, or an expert) Maybe this isn't olympic level yet, but you would either need to have chance be on your side or have some degree of knowledge to pull it off.
4th level gets kind of amzeballs, olympic stuff. Walking across a tightrope with your injured friend over your shoulder.
5th walking across the same tightrope, but the ogre is tossing stones at your back. 6th running across the tightroap, because a gremlin is sawing at the rope up ahesd.
Rolling a 3 on your SR is an automatic fail so even a level 1 SR isn't too low. I forget what it says in the dT&T book but you can treat a 3 as a fumble. So far from tangling up the enemy the hero could get trapped instead.
And there goes Zanshin posting the link to my favouritest article.
The game lives for those magical 1/2 dice rolls - that's when the GM can explode the game about the players' heads!
I have been running with a house rule of if a player rolls 30 or above on the dice they gain a talent or a spell based on what they just excelled at. It is a huge hit with players. Last night a dwarf rolled 4 doubles in a row when looking for a well in the town of Roundsquare and gained a talent for water divination - which very soon led to a confrontation with orangu-kin peeing behind a wall...
Post by ProfGremlin on Mar 21, 2017 23:28:32 GMT -5
That is awesome, Khaboom! I love the idea. Such a practice will certainly lead to a rather interesting group of characters with unique back stories. I'm stealing it!
"Your intense focus and fierce desire to find the well has summoned the Merry Prankster! With a puff of smoke and his gleeful cackling echoing off the stone walls of the building he appears hovering at eye level, legs folded tailor-fashion. The Prankster smites you with his Jester's Wand and vanishes, laughter trailing after him. Your eyes are momentarily dazzled but as they slowly clear you feel a pull as if a compass to a lodestone. Following your instincts you find yourself walking unerringly towards the town well."
I'll have the deep-fried battered pixie with balrog dipping sauce and a Hobgoblin ale.
You are very kind Players really do love it so much! We had a skiing contest about going from peak to peak finding and solving clues and fending off yetis. 2 pcs ended up with skiiing talents and another with one for sleuthing (just couldn't solve what he found but now he gets good paying jobs from all sorts of interesting people...).