Post by cupboardgnome on Oct 24, 2021 8:41:45 GMT -5
Following a request from a 9yr old T&T player, I have come up with the following idea for games without anyone getting hurt or killed.
I would be interested in the trollish hoard giving me some feedback on this one
Combat Without Combat
A way to resolve encounters without fighting, but not simply by finding ways to avoid it. Instead of rolling for attacks and damage you roll to see if you can make friends or not. You also have the option of a flourishing display of your weapon prowess.
Charisma Challenge
CHR checks for when you meet a challenging creature.
Roll 2d6 DARO plus CHR. The CHR level challenge is MR/20 (round down), minimum L1CHR.
Everyone in the party gets to roll as well and it all combines for the Charisma Challenge total.
Roll on or over = you make a friend, they will help you but won’t join you
If you get some double 6's the GM may also grant a gift or even let them join you for a short while.
Roll under = they ignore you and are unhelpful
Roll 3 = they don't like you and make life difficult (lock doors, hide things, make floors slippy, etc.)
Weapons Display or Flourishing
Swirling your sword and showing off your muscles and dexterity, you show your enemy that you are not to be messed with. A bit of luck helps too.
Normally CHR is the go-to for intimidating others, but using Combat stats in the following way allows for a RP combat challenge without the bloodshed.
If you have surprise, roll your weapon dice and include Combat Adds. If this exceeds the creature’s MR then you have scared them off and they flee.
Sometimes you might get lucky and they drop some loot. For this you make a LK roll at a level set by the GM. The tougher the opponent, the lower the level, i.e. tougher challenges = better loot.
If you don’t have surprise, then both sides roll weapon dice plus Combat Adds and the side with the lowest roll has to flee.
Group flourishing also applies, as in everyone combines their rolls.
Those who flee will do everything to avoid you for quite a while.
Optional: if you want the flourishing to last a bit longer, you can use CON and MR as you would in a physical fight, but no injuries occur, and the loser reduces their stat by the difference. Spite and armour also apply. See it as your reducing pride until you can stand it no longer, i.e. CON or MR reduced to zero.
I would be interested in the trollish hoard giving me some feedback on this one

Combat Without Combat
A way to resolve encounters without fighting, but not simply by finding ways to avoid it. Instead of rolling for attacks and damage you roll to see if you can make friends or not. You also have the option of a flourishing display of your weapon prowess.
Charisma Challenge
CHR checks for when you meet a challenging creature.
Roll 2d6 DARO plus CHR. The CHR level challenge is MR/20 (round down), minimum L1CHR.
Everyone in the party gets to roll as well and it all combines for the Charisma Challenge total.
Roll on or over = you make a friend, they will help you but won’t join you
If you get some double 6's the GM may also grant a gift or even let them join you for a short while.
Roll under = they ignore you and are unhelpful
Roll 3 = they don't like you and make life difficult (lock doors, hide things, make floors slippy, etc.)
Weapons Display or Flourishing
Swirling your sword and showing off your muscles and dexterity, you show your enemy that you are not to be messed with. A bit of luck helps too.
Normally CHR is the go-to for intimidating others, but using Combat stats in the following way allows for a RP combat challenge without the bloodshed.
If you have surprise, roll your weapon dice and include Combat Adds. If this exceeds the creature’s MR then you have scared them off and they flee.
Sometimes you might get lucky and they drop some loot. For this you make a LK roll at a level set by the GM. The tougher the opponent, the lower the level, i.e. tougher challenges = better loot.
If you don’t have surprise, then both sides roll weapon dice plus Combat Adds and the side with the lowest roll has to flee.
Group flourishing also applies, as in everyone combines their rolls.
Those who flee will do everything to avoid you for quite a while.
Optional: if you want the flourishing to last a bit longer, you can use CON and MR as you would in a physical fight, but no injuries occur, and the loser reduces their stat by the difference. Spite and armour also apply. See it as your reducing pride until you can stand it no longer, i.e. CON or MR reduced to zero.