wizard45
Lurker under the Bridge
Posts: 1
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Post by wizard45 on Dec 26, 2016 18:43:29 GMT -5
Hello,
I've just become interested in Tunnels and Trolls. I am interested in playing some solo adventures. I've heard that T&T does not change much per edition. However, before I run a game for myself and purchase any rulebooks, I wanted some advice on what it would be like to play a solo adventure with a different edition than the adventure was published under. This is certainly a task of conversion with other games, like D&D, so I'm curious if it's possible with T&T?
Also, it seems that the only available editions on pdf seem to be 1st, 4th, a slimmed down version of 5.5, 7.5, and the new deluxe edition. Ideally, it seems 5.5 is a fan favorite, and I was most interested in that one, but it seems unavailable in full. Currently, I'm curious about running some older, classic, adventures. Which of the available editions on pdfs are best for running older solo adventures?
Thanks!
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Post by jeffepp on Dec 27, 2016 5:09:38 GMT -5
A short answer, Yes. In the end, any and all will work. Several of the early solos were written at a time when the rules were in flux (well as flux as T&T gets). I recommend 5.5 and on, with Deluxe as my preferred version. If you have access to 5th, or the abridged rules, I have a link to Ken's house rules, which will give you the ability to equate the 5.5 rules. Ken's House Rules Otherwise, I would jump over 7.5 to Deluxe. It doesn't matter much in many solos, as they are non-spell casting only. The place it matters is in spell casting. The addition of the POW/WIZ stat makes spell casters more flexible, and less one shot wonders, who pass out after their first spell. I prefer the advancement system in the more recent editions, over the old level system. It allows for more well rounded characters, which most solos are made to have. Also note that managing your characters advancement, no mater what edition you use is part of playing solos.
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tp
3rd Level Troll
Posts: 204
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Post by tp on Dec 31, 2016 13:50:49 GMT -5
I've played solos written for 5/5.5 and 7.5 using deluxe and had no problems at all.
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Post by ElvenScribe on Jan 5, 2017 14:47:59 GMT -5
I've played solos written for 5/5.5 and 7.5 using deluxe and had no problems at all. Same here. Never had a problem.
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Post by mahrundl on Jan 6, 2017 6:13:30 GMT -5
I would suspect that going backwards - using a solo written for Deluxe for an earlier edition, such as 5th - might be harder, since you'd have to determine how all of the new things worked under the older system, as well as possibly scaling down the power level in some aspects.
I don't see it as being an insurmountable barrier though, just a bit more work to do.
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Post by hrrrothgarrr on Feb 2, 2017 8:41:29 GMT -5
the one tricky bit for solos written for 7.0/7.5 that is unique to those editions is monster special attacksabilities activated by spite damage.
These were written as things like 2/3 spite, or 4/Medusa indicating in the first case that for every 2 points of spite damage rolled 3 will be inflicted, or that if the monster scores 4 points of spite damage it will cast the Medusa spell. It is pretty easy to figure out. Or just ignore it.
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tp
3rd Level Troll
Posts: 204
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Post by tp on Feb 2, 2017 8:48:43 GMT -5
the one tricky bit for solos written for 7.0/7.5 that is unique to those editions is monster special attacksabilities activated by spite damage. These were written as things like 2/3 spite, or 4/Medusa indicating in the first case that for every 2 points of spite damage rolled 3 will be inflicted, or that if the monster scores 4 points of spite damage it will cast the Medusa spell. It is pretty easy to figure out. Or just ignore it. I really like that rule and often use it in my adventures written for DT&T, I just make sure I explain it well in the text.
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Post by hrrrothgarrr on Feb 2, 2017 14:41:52 GMT -5
I think it is a great rule for monsters with special abilities, especially in solos. It makes it really easy to adjudicate consistently when the monster uses the special ability.
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