Monday, March 7, 2016

Mix and match T&T rules - Rules for gear

Finally, after dissecting multiple editions of the game, I get so mix and match up the rules for the perfect experience. According to me. I would agree with critics who claim the game is taking too long with big dice pools, and I have my own issue with the lack of money sinks. I think these can successfully be handled, together.

Less dice - faster combats
For me, two things should be done to the game as written in the latest edition. My first suggestion would be to scale back the number for dice for all weapons. The older editions had smaller numbers and I see nothing to be gained by bigger numbers on both armour and weapons. One big benefit of this would be a game that runs faster. It's not hard to add at max 6 to 6 and so on, but every little step counts. Worth noting for those who like big pools of dice is a trick I learned Hero and D6 system players using, is to block the dice up in sums of ten, i.e. sort out those 5 + 5 and 6 + 4 matches and then you can quickly count those groups times 10. Supposedly it speed things up a bit. I'd just use less dice.

Ablative armour - money sink and more tactical combat
In my games I've found that after a short while, everyone have gotten the best armour they can buy. This is very similar to how D&D works in older editions. Check the price list in the B/X edition and you'll see what I mean. In D&D there's the possibility to save money to build that hold of yours at 9th level, but in T&T the only thing you have to pour money into is spells. The other option is to have a very developed system with an open market of magic items in general, but since that would make them feel less magical I don't like that option. 

The solution would be to go back to ablative armour. If you take a hit, the armour absorbs the damage and gets reduced at the same time. An interesting option would be to take a page from dT&T and allow a LK roll to see if the armour holds up. But, in line with my first point, I'd limit that to a special occasion. Allow a LK roll to see if the armour absorbs all damage a round, and then it's wasted. For good.


This relates somewhat to character abilities, like Warriors and armour. That's the topic for the next post...

9 comments:

  1. It is even easier to simply negate equal results on dice between opponents, and then count only dissimilar ones, then do adds, and perform the winner loser operation.

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  2. I like the ablative armour, esp. if Spite subtracted two hits versus only 1 hit from normal strikes.

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  3. I do the 10s grouping on large rolls, and the takeaway equal dice method on smaller ones. I also subtract the smaller total adds from the larger and only have to add the remainder to one side's total. Sometimes I reduce the remainder with the opponents dice to 0 before totalling either roll.

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    Replies
    1. Neat ideas all, thanks for the suggestions. More tools in the toolbox is always good.

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  4. Someone, somewhere in the ethersphere suggested rolling 2d6 for each character, dividing adds by, I think 5, and adding +1 for each dice of the weapon.

    So a character with +13 add and a 5 dice weapon would roll 2d6 +3 (adds) +5 (weapon).

    Don't remember the treatment for armor or MR. (Maybe monsters got 2d6 +1 for every 10 MR left i.e. the tens digit of there MR, not sure).

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    1. A little bit fiddly, but it would lessen the dice pool size, definitely.

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  5. The adventure is usually just a goal within a sandbox environment.

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