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Tunnels & Trolls

Started by Galeros, August 04, 2009, 09:41:55 PM

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Galeros

Well, I have looked up some stuff on this game, and it seems pretty cool. It looks like the latest Edition is 7th, right? How does it play? I also heard it has some solo adventures that could be played on your own, are those fun?

enelson

You can try it for free. The following is an abridged version to get a feel of the rules. This site also has some free dungeons to try out the game with these rules.

http://www.freedungeons.com/rules/
 

aramis

It's rules Mostly-light, very straightforward. Two types of rolling: Combat and Saving rolls. Everything except combat is a saving roll against an attribute.  In 5.5 and later, various skill/talent systems, very simple, improve odds on the stat-based SR's, usually by adding to the effective stat level.

The most complicated single rule is what weapon(s) you can use. Second most is spell power-ups. Here's the rule on weapons use, in plain english: your strength must equal or exceed the total of the required strengths of the weapons used, your dex must likewise exceed the total required dex of the weapons used, and you can't use more hands worth of weapons than you have hands.

Spell power ups: pay the base cost again, and must have the required attributes for a level higher, and double some aspect of the spell (usually duration or targets).

Depending up edition, lots of little things differ. But generally, grab the free version on drivethroughrpg.com. That's a fully functional core  of version 5.x. Cost to check out: $0, maybe $1 for paper and ink to print it out.

In v1-5, there are 4 "types" (similar to classes):
Warrior: gets double armor effect
Wizard: casts spells well, can't use weapons effectively except daggers, staves, and wands.
Rogue: Rogue wizard. Fights ok, casts spells poorly, can use any weapon.
Warrior-Wizard: Gets a lesser armor bonus, casts spells like a wizard, has to have übermenschen stats.

7th ed adds:
Citizen: sucks with weapons, can barely cast spells.Included for GM use more than anything else.
Specialist Wizard: Just like a wizard, but knows 1/4 the spell list, and can't cast the other 3/4. Never has to learn spells.
Ranger: Basically a rogue, but almost never misses with missile weapons, no spells
Leader: Again, basically a rogue, but no spells, almost never misses social saves.

Mode of play:
Combat - If you are not doing "stupid player tricks", it's pretty bland. Roll, total, apply mix.
if you are, it is one of the most vibrant around. Read the examples, or you'll likely be doing it wrong.
Non-combat - Very old school. GM assigns a stat-based save. Make it or take damage, generally.

stu2000

There are a ton of solo adventures out there. The quality varies, but most of them are fun.
Employment Counselor: So what do you like to do outside of work?
Oblivious Gamer: I like to play games: wargames, role-playing games.
EC: My cousin killed himself because of role-playing games.
OG: Jesus, what was he playing? Rifts?
--Fear the Boot

Soylent Green

The pros.
It is very charming. The edition I have has the Josh Kirby illustrations which sets the tone nicely.The abstracted combat system, I think, makes it particualrly good for solo play.

The cons:
It is clumsy. Magic and ranged combat does not fit in well with the main combat system and given that in a normal round of combat only the losing side gets damage, most combat tends to be either to too easy or impossible.Combat with heavily armoured character can take forever.

The Saving roll is a terrible mechanic. Not only is it a surprisingly complex formula (for a simple game like T&T), but it also means that all your non-comat abilites are flat and the same as everyone one your level.

The bottom line there are a lot of as rule-light systems out there which do a lot more with as simple, if not even simpler rules than T&T.
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aramis

#5
Quote from: Soylent Green;318263The Saving roll is a terrible mechanic. Not only is it a surprisingly complex formula (for a simple game like T&T), but it also means that all your non-comat abilites are flat and the same as everyone one your level.

WTF are you smoking?

The SR mechanic is attribute based, and while level equates to raised attributes, the actual attribute level is not correlated to character level.

And here is the formula that Soylent feels is a problem: TN = (SRLevel * 5) +15 - Attribute.

In 5.x, every level you get to add your new level's # to one stat (double if you add it to luck) or split it half and half between 2 atts. Of 6 atts.

In 7.x, you raise attributes directly; best of your four "level atts" (determined by type) determines your level (take the 10's digit, and that's your level); only one of 8 stats links to level.

If I tell you how combat works, I've told you the whole of the *ing game.

TheShadow

It does take a good GM to run T&T, and it is true that there are probably better-designed rules-light dungeon crawl games around these days (my pick being Iron Gauntlets). But T&T runs well provided you enjoy putting some imagination into your sessions and not just autopiloting, and it does have a great atmosphere with the writing and the art (7th ed a little less so than 5th, but the feel is still there).
You can shake your fists at the sky. You can do a rain dance. You can ignore the clouds completely. But none of them move the clouds.

- Dave "The Inexorable" Noonan solicits community feedback before 4e\'s release

finarvyn

I think that T&T is a really simple system overall, once you figure out how it works. The basis mechanic has been used successfully in Mercenaries, Spies & Private Eyes as well as home-brew campaigns in space, steam-punk, and many more. The system is general enough that you can rate monsters and weapons and such in almost no time at all.

I prefer the 5E rules personally, if for no other reason becasue most of the module support is for 5E and I don't have to convert anything.
Marv / Finarvyn
Kingmaker of Amber
I'm pretty much responsible for the S&W WB rules.
Amber Diceless Player since 1993
OD&D Player since 1975

Feldrik

I prefer the 5e rules for Tunnels and Trolls myself. The Save Roll mechanic is presented in a clumsy way in the 5e rules but a simple chart is presented that simply has the numbers for each SR level  (20,25,30,35...).
The player needs only roll 2d6 and add the appropriate stat, if they roll doubles they add and roll again. If a 5 is rolled it is an auto fail. It is really a Skill Resolution system that lets the characters try any sort of skill they like.
It is this SR system that lets players break out of a combat stalemate, they will be trying wild and imaginative tricks to overcome their opponents rather than a steady dice roll exchange.

Being rules light makes it superior in many ways to games with tomes of ponderous rules to sift through, the GM just decides what the difficulty is and the players have at it.

You won't find a lot of rules for moving minis around because the game takes place in the narrative, the setting is described, the players respond (if they give me juicy details I make things a tad easier for them) actions are resolved. It really frees up a GM from preparing and running a game for the players and lets them play the game with their friends.

Solos can be fun though some are deadly but there are many available from Outlaw Press on line.

Feldrik

Gak! I almost forgot...free printable rules with a (deadly) solo for you to try. This is based on the 5e rules.
http://www.rpgnow.com/product_info.php?products_id=54407

stu2000

I don't understand the references to T&T being clumsy. The system is incredibly elegant. The only tricky thing about GMing it is remembering that combat rounds do not occur in specific time increments. Once you release yourself from that whole linear time trip, combat is logical and easy to run, even with missiles flying, magic popping, and combatants breaking into different cliques.

In play, there isn't really all that much difference among the editions. Watch out for ranged combat modifiers--I prefer the 5th ed--and how monsters take damage. Otherwise, I'm not sure there's too much that would screw you up playing old solos with 7th ed rules.
Employment Counselor: So what do you like to do outside of work?
Oblivious Gamer: I like to play games: wargames, role-playing games.
EC: My cousin killed himself because of role-playing games.
OG: Jesus, what was he playing? Rifts?
--Fear the Boot

Galeros

Wow, thanks for all the information everyone!:)

Soylent Green

Quote from: aramis;318289WTF are you smoking?

The SR mechanic is attribute based, and while level equates to raised attributes, the actual attribute level is not correlated to character level.

And here is the formula that Soylent feels is a problem: TN = (SRLevel * 5) +15 - Attribute.

In 5.x, every level you get to add your new level's # to one stat (double if you add it to luck) or split it half and half between 2 atts. Of 6 atts.

In 7.x, you raise attributes directly; best of your four "level atts" (determined by type) determines your level (take the 10's digit, and that's your level); only one of 8 stats links to level.

If I tell you how combat works, I've told you the whole of the *ing game.


Yes, but compare that to, say, Ghostbusters, another older rule-light game. How much simpler is Ghostbuster mechanic (basically cut down Star Wars D6). And guess what, different Ghostbuster characters can individual skills as well.

All sorts of other game manage to get a "result" without having to multiply, add and subtract.  My point is for a rules-light game the T&T Save could, and in my opinion should be much simpler.

It is still a very charming game.
New! Cyberblues City - like cyberpunk, only more mellow. Free, fully illustrated roleplaying game based on the Fudge system
Bounty Hunters of the Atomic Wastelands, a post-apocalyptic western game based on Fate. It\'s simple, it\'s free and it\'s in colour!

David Johansen

Nonsense!  T&T's saving rolls are actually a roll over target number system.

2d6oe +Attribute over target number.

The target numbers start at 20 for a "first level difficulty" and increment by five points per "level"!

But, since everyone's first question is "what do I need?"  For which one subtracts the attribute from the difficulty, it's described that way in T&T.
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stu2000

It's described several ways--the same rule in different ways. They present the table, they explain the formula, and they give examples. Same with combat. It's just dead easy and clearly written in every edition. I can't explain why some posters think it's clunky. Clunkier than d6, even. I mean--to each his own and all--but I have never heard anyone, ever, anywhere, under any circumstances, describe T&T as clumsy or difficult. Baffling.
Employment Counselor: So what do you like to do outside of work?
Oblivious Gamer: I like to play games: wargames, role-playing games.
EC: My cousin killed himself because of role-playing games.
OG: Jesus, what was he playing? Rifts?
--Fear the Boot