|
Post by khaboom on Nov 4, 2017 23:44:46 GMT -5
Why's a beer going to waste?
|
|
|
Post by mormonyoyoman on Nov 5, 2017 8:23:50 GMT -5
Why's a beer going to waste? .. AND to the thighs as well!
|
|
|
Post by khaboom on Nov 5, 2017 11:46:31 GMT -5
I'd like to drink from the Thighs As beer well please.
|
|
|
Post by feldrik on Nov 5, 2017 16:51:42 GMT -5
And DungeonDevil has just experienced a classic thread derailment. A long standing tradition on these boards...ahhh, to be new again.
|
|
|
Post by ProfGremlin on Nov 5, 2017 18:48:08 GMT -5
Well, let's retcon a little context here: Khaboom and MormonYoyoman are simply a couple of warriors taking a moment of respite in a tavern. They happen to be discussing various creatures they've run into during their adventures and, as things do when one is out with their buddies for a drink, the conversation meandered a little.
Squirrel!
|
|
|
Post by feldrik on Nov 6, 2017 11:13:54 GMT -5
I love a good sidetrack...ours are the best of all forums. Coincidentally that is how I think of monsters in T&T (or any RPG). What you know about the creatures are traveler's tails and survivor's memories (i.e. I ran away) so a naturalists guide is really only a vague idea of what creatures are like. Wizarddawn has a T&T bestiary on his page which is just as official and valid as the one I compiled and anything Flying Buffalo comes up with, they are actually all equally useful and true. I understand where DungeonDevil is coming from. It took me a bit and my players initially did not like not knowing what a dragons 'specs' were (take away yer color coded reptiles and let dragons be dragons again). Once you get into making your monsters what YOU envision them to be then any game system you settle on will be a lot more dynamic and monsters will be dangerous mysteries to the players, not a tactical exercise in rules memorization.
|
|
|
Post by joelmarler on Nov 7, 2017 17:08:37 GMT -5
If a player's fighting a multiple enemies of the same type, let's say three goblins, and that monster type has a spite ability, does the spite ability only trigger if one of the monsters rolls enough spite dice or if they all manage to do so collectively? And can all the enemies as a whole only use one spite ability each turn, or can each enemy use their spite ability?
|
|
|
Post by feldrik on Nov 7, 2017 18:25:57 GMT -5
I would say that since they fight as a gang then the collective roll will trigger the spite ability. Most people just roll all the dice at once in any case so figuring individual rolls gets tricksy. I would also decide, that if the fight looks bad for the goblins their special attack would come into play regardless of the roll. As to how many in the gang use their ability that is up to how lethal you want things to get and the nature of the spite ability.
|
|
tp
3rd Level Troll
Posts: 237
|
Post by tp on Nov 8, 2017 2:42:03 GMT -5
Yeah, it's up to the GM.
Personally if it were me and it was three identical goblins I would use the combined number of 6s to trigger something, and when it did it would be some kind of group effect. If it was some kind of big boss fighting alongside some minions i would probably have it as only the boss triggering then effect and roll for them separately.
|
|
|
Post by ProfGremlin on Nov 8, 2017 3:15:34 GMT -5
If a player's fighting a multiple enemies of the same type, let's say three goblins, and that monster type has a spite ability, does the spite ability only trigger if one of the monsters rolls enough spite dice or if they all manage to do so collectively? And can all the enemies as a whole only use one spite ability each turn, or can each enemy use their spite ability? Another perspective to enhance the great answers already offered is to remember that T&T is more about story than it is about dice mechanics. So, which decision makes for the best story? Is there one goblin who happens to be burlier than the others and shoulders his way to the forefront that round with a unique ability the delver hasn't encountered before? Could it be that the ability is a 'tribal' ability and when triggered in one has a cascading effect and triggers in the others of the tribe in the immediate vicinity? Could it make for a great fireside tavern tale if the ability in a single goblin is activated but the ability is indiscriminate and affects one of its compatriots rather than the delver? At the end of the day we're all looking to escape from our day-to-day grind and be the heroes we don't have the opportunity to be otherwise. We tell the tales of great sessions and adventures years later because they touched us somehow and for period of time we were transported to the world of our collective story and were the heroes we dream about. We don't talk about game mechanics, we share stories. Which decision best supports the story you want to tell? Which decision will turn a session into a story told years later? "No, really, there I was - three goblins blocking my only exit out of the cavern, some of the meanest looking cusses you ever did see. It was too late to hide, so I hefted my sword and ..."
|
|
|
Post by mormonyoyoman on Nov 8, 2017 22:00:14 GMT -5
Anything can happen when the rules are there mostly to avoid arguments (Never works) or spark a "Why not try something different?" from players (much fun) or trigger GM imaginative fiendishness (most fun)! Now you have caused an old man story to be told.
2013: two granddaughters, one grandson, and his friend were playing preteens who had invaded the cave of three weak paleface orcs (Glorantha trollkin). Two 6s came up and that was enough for three puny orckin to merge into one giant orc Hulk. (Of course I cheated.)
I was so proud of their maturity in running away that I sneaked extra XP - excuse me, AP to them under the table.
|
|
dungeondevil
3rd Level Troll
Give me grain and I'll give you guns!
Posts: 174
|
Post by dungeondevil on Nov 14, 2017 10:08:31 GMT -5
Are such things as "armour class", "magic", and "Magic resistance" factored into a consideration of MR, or are they dealt with separately?
|
|
|
Post by zanshin on Nov 14, 2017 10:31:29 GMT -5
Are such things as "armour class", "magic", and "Magic resistance" factored into a consideration of MR, or are they dealt with separately? For the 7e and 7.5e T&T rules there was the concept of 'kremm resistance'. You could not cast a spell on another being unless your current Wizardry points exceeded theirs. Monsters were assumed to have a Wiz level of Monster Rating/10 - so 54 MR = 5 Wiz for this purpose. All other versions of the rules had only specific rules for specific spells - e.g. Oh Go Away. Armour in T&T is represented by Armour points which absorb (non spite) damage. MR monsters only have this value if you give it to them. Magic powers - only given to an MR monster if you want to. This could be a spite activated ability or other quality that can be described using the T&T rules. E.g. - Spectres exude an area of freezing cold around them. Any character involved in a melee battle with them will lose 2 Strength for every round of combat due to the numbing effect of this, unless they are immune to cold or very well wrapped up. This is a monster special ability I just made up (though it may well have appeared elsewhere before). You fashion monsters using as much ingenuity as you have the time and energy and desire for.
|
|
|
Post by ProfGremlin on Nov 15, 2017 11:56:20 GMT -5
Are such things as "armour class", "magic", and "Magic resistance" factored into a consideration of MR, or are they dealt with separately? DungeonDevil, if you don't mind I'll link you to a couple of creatures I've posted up here on the 'boards. The first one, the Iron Snail, has no specified mechanic for it's spite ability (the tentacles) and leaves it, largely, up to the GM. It does have, however, armor points. The second, the Troll 'Shrrroom, has no armor but two specified special abilities which are more codified than the Iron Snail's. One of the techniques that can be used to make apparently low level creatures harder to deal with is to simply give them armor. The Iron Snail, for example, isn't overly challenging with an MR 30 for large specimens but they shrug off 11 points of damage every round. For anyone rolling less than 3D6 that's going to be tough to overcome. Ever read about Tucker's Kobolds? Critter's don't have to be big, mean and overwhelming to be effective foes. Toss in a Spite activated ability and you have a challenge that gets a lot more interesting than simply MR30.
|
|
dungeondevil
3rd Level Troll
Give me grain and I'll give you guns!
Posts: 174
|
Post by dungeondevil on Nov 16, 2017 7:12:25 GMT -5
ProfGremlin: thanks for the tips. I will consider them.
|
|