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Post by zanshin on Apr 3, 2022 11:26:49 GMT -5
Lots of great tips here and brilliant links from profgremlin as ever. I would throw in the following. Sorcerers solitude is designed for first level mages.as is while the cats away. Both are interesting and worth the price of the pdf. I would also play my wizards using dT&T rules. Allow yourself a combat roll and a spell. Use was that are easy to self adjudicate, Ttyf, formal blade, poor baby. Make sure you give yourself the cost discount for your focus and check for recovery of Wiz, once per 10 minutes, every 5 paragraphs if the solo does not explain its time passage. Good luck and have fun. Hmm? dT&T says, "Not all instant-cast spells follow this rule. In fact, most will not. Although Take That You Fiend is listed as an instant cast, presumably it takes longer to fire it up. No other action (magical or melee) is possible for the caster in that same round." I figured no melee action meant you roll no combat dice, so you just eat the entirety of the enemy's roll as damage. Spotted my deliberate mistake (ahem). Well done for reading the rules more closely than I. If you are inclined to give your Wizard the chance for a pre-emptive TTYF I am sure no-one here will judge you 😀
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Post by houndle on Apr 3, 2022 12:52:45 GMT -5
My take on it, which may exist only in my imagination, is that TTYF would count against the monster's roll for reducing the amount of hits taken by the wizard AND come directly off the monster rating (but the total effect in any one round would not be greater than the full value of the TTYF).
In general I'm against allowing delvers to use more than one weapon in a round unless employing weapons specially designed for it, e.g. main gauche. Something in my mind boggles at the idea of people using two broadswords at once, unless they have a talent for it or their name is Danny Boy.
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Post by zanshin on Apr 3, 2022 13:33:25 GMT -5
My take on it, which may exist only in my imagination, is that TTYF would count against the monster's roll for reducing the amount of hits taken by the wizard AND come directly off the monster rating (but the total effect in any one round would not be greater than the full value of the TTYF). In general I'm against allowing delvers to use more than one weapon in a round unless employing weapons specially designed for it, e.g. main gauche. Something in my mind boggles at the idea of people using two broadswords at once, unless they have a talent for it or their name is Danny Boy. The rules as I understand them is that TTYF is both damage and part of the hit total. I would only take it off the monsters MR before their roll if the situation supported that. But all is good at your table.
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Post by mgtremaine on Apr 4, 2022 8:18:13 GMT -5
IHmm? dT&T says, "Not all instant-cast spells follow this rule. In fact, most will not. Although Take That You Fiend is listed as an instant cast, presumably it takes longer to fire it up. No other action (magical or melee) is possible for the caster in that same round." I figured no melee action meant you roll no combat dice, so you just eat the entirety of the enemy's roll as damage. You are referencing section 9.21.. Under most conditions, a spellcaster can cast only one spell during a combat round and that comprises all their possible actions for that round. However, there are a handful of spells that can be cast so quickly that they affect the melee element of a fight in the same combat round in which they are cast. Most importantly, the weapon and armor enchantments follow this rule. A wizard can cast a Whammy on his companion’s weapon, and that fighter gets the benefit in the same combat round the spell was cast. Likewise, a spell-smart rogue could Vorpal her own dagger and attack with it in the same round. However, no magic-user can shoot off two spells in a single combat round (unless he or she is under the effects of something like a Little Feets spell, which speeds up action). Not all instant-cast spells follow this rule. In fact, most will not. Although Take That You Fiend is listed as an instant cast, presumably it takes longer to fire it up. No other action (magical or melee) is possible for the caster in that same round. Reading each spell’s description, visualizing it in your imagination, should suggest whether a melee-altering effect begins in the same round or the next one SO with TTYF or any damage spells if your spell kills the (a) Opponent, this occurs first before the HPT are compared and resolved. That is a 20MR Orc attacks a Wizard with (IQ 21). Wizard throws TTYF while the Orc charges. 21 Damage kills Orc, combat is over. If there were 2 Orcs then you removed the HPT of the dead one and apply the rest. You can also leave the TTYF as your HPT for the round so it does count as defense. (This might be open to debate but I'll reference why I see this way from the 5th Edition.) In 5th Edition examples: Section 2.31.3 1O. Hits from Magic & Missile Weapons. Unlike ordinary weapons, missiles and magic can inflict hits on members of the winning side. Where applicable, the scores from magic - but not missile weapons - are counted in determining who won a given combat round. (Some combat spells may be assumed to have a jarring, shock effect which might serve to "parry" a blow by causing the monster(s) to pause momentarily - see section 2.33, Magic in Combat.) However, win or lose, characters struck by magic or missiles will always take the hits inflicted, even if they are on the winning side. And if they are on the losing side, they do not share magic or missile hits with others, although they have to take their share of the hits of the conventional weapons' attack
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Post by houndle on Apr 4, 2022 11:07:05 GMT -5
This is getting very deep. I probably didn't express myself very well in my previous post. My interpretation, based on nothing more convincing than what strikes me as logical, is that, barring surprise or other special circumstances the TTYF would not resolve until the opposing hit point totals were compared, would only apply to one target, but would ignore armour. So, e.g. wizard faces 2 monsters, each MR 20, armour worth 3 points each.
wizard casts TTYF for 22 points. Monsters score say 32 points.
Monsters score 32 - 22 = 10 points on the wizard.
Wizard scores 22 points on a single monster, enough to put it down armour ignored) with 2 points "wasted".
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Post by mgtremaine on Apr 4, 2022 11:59:10 GMT -5
This is getting very deep. I probably didn't express myself very well in my previous post. My interpretation, based on nothing more convincing than what strikes me as logical, is that, barring surprise or other special circumstances the TTYF would not resolve until the opposing hit point totals were compared, would only apply to one target, but would ignore armour. So, e.g. wizard faces 2 monsters, each MR 20, armour worth 3 points each. wizard casts TTYF for 22 points. Monsters score say 32 points. Monsters score 32 - 22 = 10 points on the wizard. Wizard scores 22 points on a single monster, enough to put it down armour ignored) with 2 points "wasted". In that case I would rule the Wizard killed the first monster and remove their HPT total from the stack. But it could be argued either way.
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Post by mahrundl on Apr 4, 2022 15:49:52 GMT -5
I'd only have the spell resolve first if the monsters were outside of melee range, in which case the monsters' action for the round is to close the gap to melee range rather than attacking. Otherwise, the spell is the Wizard's contribution to the melee combat, and happens 'simultaneously' - which is to say, in the same 2 minute round - with the monsters' weapon attack. Unless you're using one of the 'cast-at-the-start-of-the-round' spells, in which case the Wizard would also get a melee attack, but TTYF isn't one of those spells.
Generally speaking, I count any spell as requiring a full round to cast, so you don't get the cast-and-attack option that Deluxe allows. It does get a little complicated when someone under the influence of Little Feets casts Whammy or the like on someone at normal speed as their first action - does the Whammy take effect this round, next round, or split over the 2 in some fashion for the recipient?
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Post by mgtremaine on Apr 4, 2022 17:01:06 GMT -5
I'd only have the spell resolve first if the monsters were outside of melee range, in which case the monsters' action for the round is to close the gap to melee range rather than attacking. Otherwise, the spell is the Wizard's contribution to the melee combat, and happens 'simultaneously' - which is to say, in the same 2 minute round - with the monsters' weapon attack. Unless you're using one of the 'cast-at-the-start-of-the-round' spells, in which case the Wizard would also get a melee attack, but TTYF isn't one of those spells. Generally speaking, I count any spell as requiring a full round to cast, so you don't get the cast-and-attack option that Deluxe allows. It does get a little complicated when someone under the influence of Little Feets casts Whammy or the like on someone at normal speed as their first action - does the Whammy take effect this round, next round, or split over the 2 in some fashion for the recipient? If it was not the first round then yeah.. The Wizard better pump that spell up to level 2 or more because death is knocking on the door. 
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Post by Aramis of Erak on Apr 6, 2022 4:55:44 GMT -5
This is getting very deep. I probably didn't express myself very well in my previous post. My interpretation, based on nothing more convincing than what strikes me as logical, is that, barring surprise or other special circumstances the TTYF would not resolve until the opposing hit point totals were compared, would only apply to one target, but would ignore armour. So, e.g. wizard faces 2 monsters, each MR 20, armour worth 3 points each. wizard casts TTYF for 22 points. Monsters score say 32 points. Monsters score 32 - 22 = 10 points on the wizard. Wizard scores 22 points on a single monster, enough to put it down armour ignored) with 2 points "wasted". So far, so good. Now, let's see the reverse situation. As I understand it: Monsers get 19 points Wizard's TTYF is 21... Wizard wins by 2. All 21 points hit ONE target. Said target gets no armor, either. The other orc, stunned by his buddy suddenly stopping as hors d'combat, stands there and looses sphincter control...
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Post by houndle on Apr 6, 2022 6:00:43 GMT -5
This is getting very deep. I probably didn't express myself very well in my previous post. My interpretation, based on nothing more convincing than what strikes me as logical, is that, barring surprise or other special circumstances the TTYF would not resolve until the opposing hit point totals were compared, would only apply to one target, but would ignore armour. So, e.g. wizard faces 2 monsters, each MR 20, armour worth 3 points each. wizard casts TTYF for 22 points. Monsters score say 32 points. Monsters score 32 - 22 = 10 points on the wizard. Wizard scores 22 points on a single monster, enough to put it down armour ignored) with 2 points "wasted". So far, so good. Now, let's see the reverse situation. As I understand it: Monsers get 19 points Wizard's TTYF is 21... Wizard wins by 2. All 21 points hit ONE target. Said target gets no armor, either. The other orc, stunned by his buddy suddenly stopping as hors d'combat, stands there and looses sphincter control... I would say yes, though the 2nd orc's reaction might be good for a point of spite. Being pedantic, with dice & adds I think the monsters should be good for a minimum of 26 points on the attack, though it makes no difference to the principle.
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Post by Aramis of Erak on Apr 9, 2022 20:34:10 GMT -5
My take on it, which may exist only in my imagination, is that TTYF would count against the monster's roll for reducing the amount of hits taken by the wizard AND come directly off the monster rating (but the total effect in any one round would not be greater than the full value of the TTYF). In general I'm against allowing delvers to use more than one weapon in a round unless employing weapons specially designed for it, e.g. main gauche. Something in my mind boggles at the idea of people using two broadswords at once, unless they have a talent for it or their name is Danny Boy. RAW, 5e on, perhaps earlier, it is expected to use 2 weapons... provided one has the requisite ST DX & hands. And, to be honest, that's actually realistic.
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trolletgunnar
3rd Level Troll
I playing solos using the French version of Tunnels and Trolls, and deluxe. (x-mas present!)
Posts: 246
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Post by trolletgunnar on Jul 1, 2022 10:34:27 GMT -5
New to T&T, I recently picked up the deluxe edition and a handful of solo adventures and Trollzines. After studying the rulebook for a bit, I rolled up my first character. A fan of monstrous characters, I chose a harpy (Trollzine 9,) and with my highest stats being IQ, CON, and DEX, I felt a Wizard would be the most fun. Thinking up a fun backstory, I eagerly checked which adventures allowed Wizards, and settled on Dewdrop Inn. Adventure 1: Three decisions in, I'm asked to roll for a random encounter. Rolling on the book's table, I get five MR 200 giant lizards, which I calculated to add up to...105d6+500!? That's utterly unsurvivable for a level 1 wizard! I fail the level 2 speed save to flee, and am extremely dead. Feeling cheated out of a good character, I declare a mulligan, moving on to a different adventure, Fractured Fairy Tales. Adventure 2: After a single decision and successful save, I'm confronted by a single MR 30 monster. 4d6+15 is still far too much for my 2d6+3 dagger, so I figure my only way out is to delete it with a level 2 TTYF, which eats most of my WIZ. A boost to CON brings me to level 2, and one more decision and successful save brings me against a MR 43 monster I only have a 17 TTYF left in me, so I die. Accepting this character's death, I roll up a new one, a goblin. My stats range from middling to terrible excepting my 17 luck. Unable to wield any weapon except for a blackjack, and unable to cast level 2 spells, I decide to play a Rogue. Next adventure is Adventures in Weirdworld. Adventure 3: This one almost went alright. Made several decisions, cast Knock a few times, actually won a fight against an MR 9 snake. Then I just sorta failed a level 1 IQ save and died. Since it seemed implied the adventure was just a dream, I decided the character was still alive, and decided I'd try just one more with Never Trust a Wizard. Adventure 4: Made one save, failed two, made one decision, and I find myself fighting a beast with 40 CON and 5d6 attack. I have 4 CON and 2d6+5 attack. Guess what happens next. Is this kind of streak of unrelenting failure normal? It feels like I'm spending more time making characters than playing them. Is Warrior the only viable class? Do I need to somehow roll stats better? I feel like I'm missing something, and was hoping someone here could help. Hi Shinmajin Maybe you should try Dragon's Dungeon and/or deathtrap equalizer. There you can play a wizard, or a group if you choose to play the former. Good luck with you t&t experince!
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trolletgunnar
3rd Level Troll
I playing solos using the French version of Tunnels and Trolls, and deluxe. (x-mas present!)
Posts: 246
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Post by trolletgunnar on Jul 1, 2022 10:36:55 GMT -5
This is getting very deep. I probably didn't express myself very well in my previous post. My interpretation, based on nothing more convincing than what strikes me as logical, is that, barring surprise or other special circumstances the TTYF would not resolve until the opposing hit point totals were compared, would only apply to one target, but would ignore armour. So, e.g. wizard faces 2 monsters, each MR 20, armour worth 3 points each. wizard casts TTYF for 22 points. Monsters score say 32 points. Monsters score 32 - 22 = 10 points on the wizard. Wizard scores 22 points on a single monster, enough to put it down armour ignored) with 2 points "wasted". Who knew that T&T could be so "Crunchy"!
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