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Post by artikid on Feb 27, 2013 11:31:14 GMT -5
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Post by zanshin on Mar 3, 2013 11:41:31 GMT -5
Thats a really sensible set of houserules. I wouldn't necessarily adopt all of them, but there are some great ideas there.
The bonus XP for humans is an elegant solution to the 'balance for humans' issue that has seen a lot of discussion over time.
Thank you very much for sharing your ideas. Have an exalt.
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darrght
4th Level Troll
Wow, I'm a 4th Level Troll!
Posts: 441
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Post by darrght on Mar 3, 2013 16:10:07 GMT -5
I like the ideas for letting wizards handle more potent weapons in particular.
Thank you for sharing this.
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Post by artikid on Mar 4, 2013 5:45:44 GMT -5
Thanks guys remember that most of this stuff has not been tested! BTW one of my favorites is using Luck instead of ST or Kremm/Power for magic. I'll probably add something on dealing with determining the Adventure points value of monsters and character types
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devadasi
5th Level Troll
maiden voyager
Posts: 603
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Post by devadasi on Mar 5, 2013 16:32:39 GMT -5
I would like to add that i find this to be a very playable set of houserules as well. Often i see sets of TnT houserules that are mostly attempts to make TnT more like the Other Game. I see those as doomed to failure, but this feels like a "genuinely TnT" set of houserules, that doesn't alter how the game is played but instead offers a few enhancements and clarifications to situations that commonly occur in adventure games.
I exalt this work.
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Post by artikid on Mar 6, 2013 4:37:51 GMT -5
Thank you devadasi! I've added a couple of paragraphs under "monsters" (ability drain, how to compute POW and adventure point value) and an optional way of generating ability scores for humans.
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Post by mahrundl on Mar 6, 2013 5:56:35 GMT -5
An Exalt from me as well!
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Post by artikid on Apr 30, 2014 5:16:51 GMT -5
Hullo, a little update to my houserules: Rules for handling cults and religions without a cleric class added.
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uburoi
4th Level Troll
Rarr 'n' stuff.
Posts: 486
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Post by uburoi on Aug 26, 2014 19:35:56 GMT -5
Hullo, a little update to my houserules: Rules for handling cults and religions without a cleric class added. I'm stealing the cults idea. One step closer to T&T Runequest! MWA HAHAHA
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Post by purplebroccoli on Dec 26, 2014 0:51:54 GMT -5
I love the idea for letting wizards use better weapons. I'm going to use it.
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order99
7th Level Troll
Coffee-fueled Carrion That Walks Like a Man
Posts: 1,039
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Post by order99 on Dec 26, 2014 18:48:57 GMT -5
Very nice! A few questions if I may...
Regarding Item, Potion and Golem creation-are there any prerequisite Spells or secret techniques needed to research these? Do you treat each Technique as a New Spell Creation per 5.5 rules and then you know how to devise these items? Or is it just "Huzzah, I am 5th Level, time to make a Golem!" ?
As far as the simplified Spell costs go-does that address a perceived balance or consistency issue, or in order to stop glancing at the Spell section all the time? Either way, I like it...
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trolletgunnar
4th Level Troll
A Swedish player who holds the Tunnels and trolls banner high.
Posts: 379
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Post by trolletgunnar on Jun 29, 2022 7:08:39 GMT -5
Thanks guys remember that most of this stuff has not been tested! BTW one of my favorites is using Luck instead of ST or Kremm/Power for magic.I'll probably add something on dealing with determining the Adventure points value of monsters and character types Hello everyone!
I use the strength factor for the kindreds - say 0.5 or something like that - to calculate the cost for the spells. That way every character uses their relative strength for spell castin. I don't have a problem with the "muscular" magcian; I mean Gandalf could hang on to a ledge with a Balrog attached to him. I like the ide that it is phyicaly taxing to cast spells, that is why i stick with strenght - I also thought about using constituion -, rather than using say wiz or luck. For eache their own I guess.
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