Post by craulabesh on Oct 10, 2015 5:36:28 GMT -5
Perhaps you are aware of World of Dungeons. Here are some guidelines to play your own World of Trolls. So how can you simplify T&T? Let's just take one die.
Attributes
Roll 1d6 per attribute:
1–3: 0
4–5: 1
6: 2, roll again if you have a 6, for each additional 6 increase attribute by 1.
Combat
As usual. Your personal combat adds are the combined values of STR, DEX and LK. Roll 1d for light weapons, 1d+1 for war-weapons, 1d+2 for two-handed-weapons. As loser you get a defense roll to reduce damage. Roll 1d6, add CON and Armor. Reduce damage by this amount. If you get damage, reduce attributes. Start with STR, if it's 0 switch to DEX, then CON, LK, CHR, IQ. If all attibutes are 0 or less and you get damage, you are dead.
Saving Rolls
Roll 1d6, add the attribute. Every rolled 6 increases the result by 1. There might be a difficulty rating. Usually it's 0. Reduce the result by the difficulty rating. You unmodified result must be higher than the difficulty rating. The compare the result:
3 or less: failure
4–5: partial success
6: full success
7 or more: critical success
Magic
There are many ways to use magic. But if you do not make a ritual or use a potion of quicksilver, you may offer your strength. Add up Exhaustion Points and roll. You must roll higher than current Exhaustion Points or suffer 1 damage. After you got damage, Exhaustion Points then reset to 0.
Every Mage can attack with magic and inflict 1d6+IQ+DEX damage. You can multiply this and Exhaustion Point costs up to your level (which is your highest attribute).
Experience
To increase an attribute from 0 to 1 it costs 1000 silver, from 1 to 2 costs 2000 silver. LK costs half, DEX and IQ double.
Character Types
Warriors and Rogues may dual-wield. Warriors then get STR or DEX to personal combat adds again, Rogues get DEX.
Mages may only inflict 1d damage, regardless of which weapon they use.
Only warriors may wear full armor (+2). For each value in STR they may double one armor point of their worn armor, helmets, shields. (They may double only once, even if they have excessive STR.)
Rogues start with one demon, they must have IQ or DEX 1 to invoke him. Mages start with three demons per point in IQ, and 2 per point in DEX.
I also use rules for talents, MR (1 to 5 for your usual enemy, roll a d6), shield sacrifice (to avert all damage in one round) and simple encumbrance too.
Attributes
Roll 1d6 per attribute:
1–3: 0
4–5: 1
6: 2, roll again if you have a 6, for each additional 6 increase attribute by 1.
Combat
As usual. Your personal combat adds are the combined values of STR, DEX and LK. Roll 1d for light weapons, 1d+1 for war-weapons, 1d+2 for two-handed-weapons. As loser you get a defense roll to reduce damage. Roll 1d6, add CON and Armor. Reduce damage by this amount. If you get damage, reduce attributes. Start with STR, if it's 0 switch to DEX, then CON, LK, CHR, IQ. If all attibutes are 0 or less and you get damage, you are dead.
Saving Rolls
Roll 1d6, add the attribute. Every rolled 6 increases the result by 1. There might be a difficulty rating. Usually it's 0. Reduce the result by the difficulty rating. You unmodified result must be higher than the difficulty rating. The compare the result:
3 or less: failure
4–5: partial success
6: full success
7 or more: critical success
Magic
There are many ways to use magic. But if you do not make a ritual or use a potion of quicksilver, you may offer your strength. Add up Exhaustion Points and roll. You must roll higher than current Exhaustion Points or suffer 1 damage. After you got damage, Exhaustion Points then reset to 0.
Every Mage can attack with magic and inflict 1d6+IQ+DEX damage. You can multiply this and Exhaustion Point costs up to your level (which is your highest attribute).
Experience
To increase an attribute from 0 to 1 it costs 1000 silver, from 1 to 2 costs 2000 silver. LK costs half, DEX and IQ double.
Character Types
Warriors and Rogues may dual-wield. Warriors then get STR or DEX to personal combat adds again, Rogues get DEX.
Mages may only inflict 1d damage, regardless of which weapon they use.
Only warriors may wear full armor (+2). For each value in STR they may double one armor point of their worn armor, helmets, shields. (They may double only once, even if they have excessive STR.)
Rogues start with one demon, they must have IQ or DEX 1 to invoke him. Mages start with three demons per point in IQ, and 2 per point in DEX.
I also use rules for talents, MR (1 to 5 for your usual enemy, roll a d6), shield sacrifice (to avert all damage in one round) and simple encumbrance too.