Deleted
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Post by Deleted on Jun 27, 2010 9:34:25 GMT -5
Here is a house rule that I might simplify combat in T&T, 5th edition. It requires non-human races use a less radical attribute multiplier system. No more x2 for dwarves and elves. More like x1.5 maximum for such increases.
The system is this: At 1st level, Warriors get 4d + adds Rogues 3d + adds Wizards 2d + adds
This number can increase as characters advance, faster for warriors of course, possibly never for wizards. Weapons will have to be modified as well, having only Adds, but keeping all other values. A simple system might be a weapon's maximum combat total / divided by 6, rounding down.
My system would also use variable protection from armor, up to its maximum protection. If a suit of armor stops 10 hits, roll d6+4. Warrior players may decide to roll twice or multiply the first die roll. I think it might make balancing encounters much easier, for players who like balanced encounters, that is. ;D
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Post by cartomancer on Jun 27, 2010 10:33:09 GMT -5
Quite nice stuff and not amillion miles away from something i've been working on, on and off over the past few months.
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Post by djacknh on Jun 27, 2010 12:12:03 GMT -5
I like the idea of limiting attribute modifiers. But by the same token Hobbits, Leps and Fairies should definitely suffer according to their size.
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Post by Deleted on Jun 27, 2010 17:34:10 GMT -5
I like the idea of limiting attribute modifiers. But by the same token Hobbits, Leps and Fairies should definitely suffer according to their size. Fairies can dart in, striking several times, even with a small weapon, leprechauns and hobbits can be very quick as well, I think, and all three are hard to hit. Maybe a standard non-delving member of these races should suffer (a citizen), I don't know.
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Hogscape
11th level Troll
Stalwart of the Trollbridge
It's not the years, it's the mileage.
Posts: 2,126
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Post by Hogscape on Jun 29, 2010 6:18:02 GMT -5
Nice and very similar to some previous suggestions along these lines. Dig into older posts and you'll find some gems.
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machfront
11th level Troll
Stalwart of the Trollbridge
"Let's go dark!"
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Post by machfront on Jun 29, 2010 23:02:07 GMT -5
With regards to fairies and other small folk being quick and agile enough and so on... This is already covered. Remember that T&T is a very abstract system and certainly an abstract combat system. These fine bits of granularity are often already subsumed in other large chunks. In this case, it's Adds. DEX is already part of Adds and is already modified by some races at char gen... thus, it's already covered. The rules are cool as they are presented in the original post, though were I to do 'class-based' damage, I'd just go all the way and make the damage dependent wholly and only on Type and have all weapons be the same within that Type. That way, a dagger, in a Warrior's hands are every bit as deadly as a mace, and though a sword may be used by a Wizard, it won't be as dangerous as it would be in the hands of a Rogue or Warrior. Also, without worrying with the all the various weapon adds, there's less to track and remember and reference. But, that's jus' me.
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quoghmyre
7th Level Troll
The Summer Troll
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Post by quoghmyre on Jun 30, 2010 5:43:32 GMT -5
I found this worked well.:
A random number from 1 to Level Number, + 1 for the dice: for Warriors and Rogues Limit of 2d for Wiz and 1d6 -1 for Adds
This scales well too So a Level 10 Half Orc might get a weapon from 2d+0 to 11+5
and as machfront said, let the adds take care of the rest. Just watch out the players don't start looting the bodies for weapons.
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Deleted
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Post by Deleted on Jun 30, 2010 10:54:01 GMT -5
Quoghmyre,
Do you mean that each weapon a character picks up will get a random number of dice? Based on the rogue or warrior's level? I may have failed my IQ roll to understand.
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Post by mahrundl on Jun 30, 2010 15:29:07 GMT -5
I think that he means that it's randomly determined at creation time, but fixed thereafter. So if the Half-Orc mentioned gets a 9d + 3 sword, that's what will be available for the characters to take away if they defeat the Half-Orc. The dice and adds, once determined, won't change for that weapon.
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quoghmyre
7th Level Troll
The Summer Troll
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Post by quoghmyre on Jun 30, 2010 17:44:51 GMT -5
Quite right there.
Up to level 5, 6d+5 they can be any standard weapons from the book. After that they become "oversized".
This matches the Players as most characters would have enhanced weapons by level 5.
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Post by djacknh on Jun 30, 2010 19:54:44 GMT -5
[/blockquote]
Fairies can dart in, striking several times, even with a small weapon, leprechauns and hobbits can be very quick as well, I think, and all three are hard to hit. Maybe a standard non-delving member of these races should suffer (a citizen), I don't know.[/quote]
Also, high DEX characters like Hobbits and Elves will have a better chance of performing special actions like dodge, etc. through saving rolls.
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Post by ProfGremlin on Jul 28, 2010 21:40:00 GMT -5
Found some Google Cache posts for this thread:
bestplayerever Re: House Rule: Combat Dice « Reply #11 on Jul 1, 2010, 10:56am »
That would probably work. Also, rethinking the Rogue advancement - They should probably increase in dice/level just as a warrior. Their armor disadvantage is balanced by their spells, but they would probably increase in melee and missile skills equal to a warrior.
Yes, give the foe the Snarfi (Snarfy?) treatment - Ducking and rolling.
On a completely different house rule note, this has probably been suggested before - pertains to magic but keeps ST as the spell fuel. Fairy spells cost x1/2 ST, Dwarf costs 2x or 1.5x. So a relatively strong 1st level fairy wizard with a staff could cast one TTYF per combat basically.
quoghmyre Re: House Rule: Combat Dice « Reply #12 on Jul 1, 2010, 5:11pm »
I would be very reluctant to give Wizards anymore advantages. Low ST/Krem means few spell castings, that's a big part of those Kin.
Aramis of Erak Re: House Rule: Combat Dice « Reply #13 on Jul 1, 2010, 6:32pm »
separating WIZ from ST (as 5.5 permits and 7.x does) does change the flavor of the fairies... it makes a fairy wizard a serious threat. Small (hard to hit with missiles), flying (thus able to get out of melee range easily), high dex (able to use SR's to dodge)... and able to cast effectively while above the action... they become the equivalent of the USMC sniper during the age of sail... death from above that you can't get to without a ladder.
Personally, I prefer it that way. YMMV.
bestplayerever Re: House Rule: Combat Dice « Reply #14 on Jul 2, 2010, 11:57am »
Those pesky fairies, never falling into the pit traps like their supposed to. I suppose their low CON balances out their heightened Dex, IQ and LK.
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Post by gaptooth on Dec 29, 2010 0:39:56 GMT -5
The system is this: At 1st level, Warriors get 4d + adds Rogues 3d + adds Wizards 2d + adds I'm thinking about this again today while mulling over an actual play report over at the Forge. The post covers a lot, but one issue he came up against was the weapon and armor selection: I go back and forth between seeing the weapon list as a cool mini-game and a pervy speed-bump that slows the game down. I really like pondering house rules for T&T, but most days I try to restrain myself from making up my own game. As much as I enjoy it, using too many house rules makes it harder to share the game with others. Anyway, today is one of those days where I disregard good sense, and here's my contribution: Eero said what he'd like to see is a system that allows warriors to "upgrade their fighting dice by learning martial styles instead of buying sticks with embedded shark teeth", using spite damage in some way to trigger special effects. Zanshin's " Secret Weapon Techniques" article covers this pretty well, but if you jettison the weapon list, you need another method to determine how many attack dice are available. Here's the idea that came to me today: Derive attack dice from a character's Strength (for heavy weapons) or Dexterity (for light/missile weapons) as if the ability score was a Monster Rating; Warriors get bonus dice equal to their level as a Type feature. So a character with a Strength of 25 and Dexterity of 15 would get 3 dice for a mace and 2 dice for a fencing foil-- if the character is a Warrior (Level 2 in 7th edition), that goes up to 5 dice for a mace and 4 dice for the foil. Add some secret weapon techniques from Zanshin's article, and you're cooking with gas! Then you can have a weapon list that encourages players to pick a weapon that adds personality and flavor instead of grabbing something for optimum combat advantage.
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Post by zanshin on Dec 29, 2010 4:11:08 GMT -5
Thats a really good idea gaptooth.
Would you allow Talents to increase the attribute for a weapon favoured by the talent?
I also give warriors a bonus combat dice at every odd level , instead of adding their level to adds. I find the x2 armour rule so boring so it substitutes for that.
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Post by cartomancer on Dec 29, 2010 5:21:14 GMT -5
The system is this: Here's the idea that came to me today: Derive attack dice from a character's Strength (for heavy weapons) or Dexterity (for light/missile weapons) as if the ability score was a Monster Rating; Warriors get bonus dice equal to their level as a Type feature. So a character with a Strength of 25 and Dexterity of 15 would get 3 dice for a mace and 2 dice for a fencing foil-- if the character is a Warrior (Level 2 in 7th edition), that goes up to 5 dice for a mace and 4 dice for the foil. Add some secret weapon techniques from Zanshin's article, and you're cooking with gas! Then you can have a weapon list that encourages players to pick a weapon that adds personality and flavor instead of grabbing something for optimum combat advantage. Very impressive thinking. Insightful and very much in the spirit of Tunnels and Trolls. . *Exhalt* For the sheer genius, with another to follow your consistant good work. Another part of me thinks there should be a third exhalt in there too but, i can't remember what for. Lol.
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