Post by Hogscape on Mar 27, 2011 3:07:08 GMT -5
Hi folks,
I've finally collated all of my play-test notes from well over a year of gaming and updated my house rules...
The file is essentially a complete game for those that know T&T but may be a little mystifying for those that don't (no one here then).
The file lives here: sites.google.com/site/thedarkisles/pdf-files/T%26T4.5.pdf?attredirects=0&d=1
Note - I have only finished compiling the notes today so there may be a few gremlins lurking in the file...
A summary of the various bits and bobs contained within follows:
Character Gen
Same attributes but non-human kin get bonus points added rather than multipliers.
Warriors gain a bonus combat add at level 1 then every other level.
Weapons and armour have much lower dice and protection points.
Non-humans don’t start with a talent (but get bonus attribute points).
Wizards can use weapons and armour but must have great ST and DEX to do so.
Wizards get a new stat - Power which is equal to the lower of IQ or CHR (but independent of that attribute).
Basic Rules
Experience points are awarded for Saving Rolls, Treasure and time spent (real time) in the gaming session. Levels come pretty quickly but only grant +2 or +3 bonus points to attributes.
Characters gain a new talent (or bonus to an existing one) at levels 4, 8, 12 etc. - Remember levels are more easy to attain.
Combat
All characters can sacrifice armour points (burning) to avoid ruinous injury but fighters do it better.
Characters don’t lose CON when wounded - they accumulate damage points, which cannot exceed CON.
Characters with less than half their CON in damage points lose all accumulated damage points a few minutes after the battle, those more severely wounded must wait a while.
In previous versions of these house rules, warriors have been able to add their talent bonus to combat dice rolls - but no longer - too powerful!
Warriors can convert adds to roll extra dice.
Saving Rolls
Here’s a curly thing… The formula for calculating Saving Roll targets has changed. I now use level x 3 [+16] for a progression of 19, 22, 25, 28, 31 etc. This expands the window of ‘usefulness’ for Saving Rolls (5.5E and below). Using the original formula Saving Rolls quickly get to the point where multiple DAROs are required (or crazy-high stats) so you end up using levels 1 to 3 almost exclusively (unless you want to almost guarantee failure).
There are a few different types of Saving Rolls (Task, open-ended).
An Epic Fail is a dice roll of exactly 1 and 2.
Monsters
A subtle but important difference: dice are calculated at MR/10 rather than MR/10 +1. Monsters that fall below MR 10 are subdued and can be captured (as in the original rules).
Monsters make saving rolls by rolling combat dice but re-rolling like dice.
Only monsters (and only particular ones at that) score Spite damage.
Magic
So far only spells of level 9 exist (although there are over 110 of them) and a wizard must be at least level 19 before he gets a taste of such power.
Magic foci that reduce casting cost or provide a reserve of additional power replace the staff and deluxe staff.
Spells have a uniform cost (2 PWR per level). Additional PWR is spent to get extra mileage out of your magic.
A few of the very high level spells are specific to my own campaign (the Dark Isles) in that they account for flying vessels, Dark Entities and enhanced sea travel; but I’m sure they would also be of generic value with a little re-wording.
Spells
There are more spells than 4E and 5E here. I believe that they’re all useful and obtainable. There’s an analogue for all of the official spells (excluding Natty Beards and their ilk).
I haven’t really tested spells beyond level 5 (and only scratched the surface of the fifth-levellers) but a number of my campaign dependent NPCs are proficient spell-users and so some of the magic ‘big guns’ have made an appearance.
I've finally collated all of my play-test notes from well over a year of gaming and updated my house rules...
The file is essentially a complete game for those that know T&T but may be a little mystifying for those that don't (no one here then).
The file lives here: sites.google.com/site/thedarkisles/pdf-files/T%26T4.5.pdf?attredirects=0&d=1
Note - I have only finished compiling the notes today so there may be a few gremlins lurking in the file...
A summary of the various bits and bobs contained within follows:
Character Gen
Same attributes but non-human kin get bonus points added rather than multipliers.
Warriors gain a bonus combat add at level 1 then every other level.
Weapons and armour have much lower dice and protection points.
Non-humans don’t start with a talent (but get bonus attribute points).
Wizards can use weapons and armour but must have great ST and DEX to do so.
Wizards get a new stat - Power which is equal to the lower of IQ or CHR (but independent of that attribute).
Basic Rules
Experience points are awarded for Saving Rolls, Treasure and time spent (real time) in the gaming session. Levels come pretty quickly but only grant +2 or +3 bonus points to attributes.
Characters gain a new talent (or bonus to an existing one) at levels 4, 8, 12 etc. - Remember levels are more easy to attain.
Combat
All characters can sacrifice armour points (burning) to avoid ruinous injury but fighters do it better.
Characters don’t lose CON when wounded - they accumulate damage points, which cannot exceed CON.
Characters with less than half their CON in damage points lose all accumulated damage points a few minutes after the battle, those more severely wounded must wait a while.
In previous versions of these house rules, warriors have been able to add their talent bonus to combat dice rolls - but no longer - too powerful!
Warriors can convert adds to roll extra dice.
Saving Rolls
Here’s a curly thing… The formula for calculating Saving Roll targets has changed. I now use level x 3 [+16] for a progression of 19, 22, 25, 28, 31 etc. This expands the window of ‘usefulness’ for Saving Rolls (5.5E and below). Using the original formula Saving Rolls quickly get to the point where multiple DAROs are required (or crazy-high stats) so you end up using levels 1 to 3 almost exclusively (unless you want to almost guarantee failure).
There are a few different types of Saving Rolls (Task, open-ended).
An Epic Fail is a dice roll of exactly 1 and 2.
Monsters
A subtle but important difference: dice are calculated at MR/10 rather than MR/10 +1. Monsters that fall below MR 10 are subdued and can be captured (as in the original rules).
Monsters make saving rolls by rolling combat dice but re-rolling like dice.
Only monsters (and only particular ones at that) score Spite damage.
Magic
So far only spells of level 9 exist (although there are over 110 of them) and a wizard must be at least level 19 before he gets a taste of such power.
Magic foci that reduce casting cost or provide a reserve of additional power replace the staff and deluxe staff.
Spells have a uniform cost (2 PWR per level). Additional PWR is spent to get extra mileage out of your magic.
A few of the very high level spells are specific to my own campaign (the Dark Isles) in that they account for flying vessels, Dark Entities and enhanced sea travel; but I’m sure they would also be of generic value with a little re-wording.
Spells
There are more spells than 4E and 5E here. I believe that they’re all useful and obtainable. There’s an analogue for all of the official spells (excluding Natty Beards and their ilk).
I haven’t really tested spells beyond level 5 (and only scratched the surface of the fifth-levellers) but a number of my campaign dependent NPCs are proficient spell-users and so some of the magic ‘big guns’ have made an appearance.