Showing posts with label Read through. Show all posts
Showing posts with label Read through. Show all posts

Friday, December 4, 2009

Reading T&T 7.5 - Monsters & Magic Book

Today I was thinking of doing a walk through of some of the magic spells, and talk about what they can be used for, how they are cool and how some of them seem to be quite wonky. But, since that is a very complex subject that I just haven't been able to wrap my mind around I have decided to focus on the Monsters & Magic Book included in the 7.0 and 7.5 boxed sets.

The first thing you notice is that the basic rules for calculating MR and adds are repeated. Then we have what I consider to be one of the best additions to the T&T systems since 1979, the Special Damage system. While I have sometimes groaned about how FDP seem to have tossed the game out in the marketplace without editing it at all, and thus felt a bit of dislike for how they have handled the T&T property, I will say this is just pure genius. Ken St Andre posted in the comments earlier in this series of posts and told me that concept was their idea. FDP redeemed a lot of editorial sloppiness by that inclusion! It's excellent. Let me expand upon it a bit.

The basic way monsters are statted is with a single stat, MR. From that you can calculate all the stats needed for combat. If you have seen the stat block for a D&D3 monster, "Goblin, MR20" as the "stat block" is very liberating! But the news with Special attacks is using Spite (sixes rolled to attack) as a trigger for a Special Attack. "Goblin, MR20, 2/Vicious Bite 2d6" is now goblins who will bite their opponent for 2 dice of damage for every two sixes rolled! Not only that, but Special Attacks ignore armour just like Spite does. I had totally forgotten that until I re-read that section today. Ouch. There's even a short section with suggestions for different types of Special Attacks and other Special Abilities. It gives the classic MR based monster a little bit more spice. Very groovy.

Next comes a section that feels seriously out of place. There are rules for balancing encounters, and that talks about a 4 person party, and then there's a section referring to the "Revised T&T rules presented in the Special Anniversary Edtion set" which talks about a standard 4 person party. Which is it? That SAE set mentioned is the 7.0 box, and the Revised T&T rules from that one are not included in the 7.5, which makes it feel odd to have that even mentioned. FDP have inserted a "[released in 2005]" disclaimer in that paragraph so I can't understand why they just didn't remove it. Those Revised T&T rules are better treated with nothing but silence. I have never heard of anyone liking or using them.

We get 24 monsters described in the next section. Illustrated and statted. They are mostly legendary and mythological creatures like the manticore and harpy. They work and I have used them to good effect. Interestingly, what dungeon level they usually inhabit is also mentioned.

The last section of the booklet contains what meagre rules T&T have about magic items. It's made clear that items are for sale, and there are a niche in the Trollworld economy for magic items. Personally I find that having shops where you can buy magic items to make those a bit less fantastic. I have used them in my games, though.

Foci, potions, weapons, jewelry and Other Items are described, with cost and how they might look like. I am notoriously bad at analyzing the economical effects of rules like this. But, there's one potion that makes even me raise an eyebrow.

A healing potion heals 1 CON and costs 400 gp. If you now take a look at your rulebook at p.44 you will find "First-aid kit (5 uses)" and "Second-aid kit (5 uses; cures 5 hits per)". The latter cost 99.9 gp and the former 10 gp. From those prices you would guess (since there are no rules about it) that the First-aid kit heals less than 5 CON. 99.9 gp on the other hand will cure 5 CON five times. That's 19.98 gp per dose and thus 4 gp per CON. Suddenly that Potion which costs 400 gp sounds quite expensive. Actually it seems totally broken.

The other place where the economy of magic items seem odd is the general rules for items, bespelled, enchanted and magical. The odd thing here is that if you want to make an enchanted sword, are the "cost of the spell" mentioned including the Dura-Spell Battery which I assume is powering the item? It seems like these rules were written without full knowledge of that spell. I did ask Ken about who made what, and he said "It seems to me that most of the stuff about magic in the extra booklet was my work", which makes you wonder about that Dura-Spell omission. Frankly it feels like it wasn't tried out, really. Since there were no rules like that in 5th ed, and I feel kind of bad about shopping for magic items anyway I guess I'd prefer just to make it all up. Then it would help to have a longer list of examples to compare to if you're as uninterested in spending time inventing a full economic system as I am.

The only other thing I want to remark upon is the wish that this kind of material would be included in the rulebook. Either that or expand it and incorporate a few of the other booklets in the 7.5 box.

I will try to spend some time with the spell list and post on that last section of the rules. But, since I know my limits, I have invited a guest blogger! It will be great fun to see what we will get to read.

Friday, November 27, 2009

Reading T&T 7.5 - Magic p.126-132

We have almost reached the end of the rulebook by now, but there are a lot quirks in the pages ahead. Let's dive in the deep end!

To start off with, we are treated to some description of how magic shapes everything on Trollworld. Here we get a few snippets of information about that ellusive place, and the fact that dwarves can smell metals makes me yearn for more information on this wondrous place. At the same time my brain is filling in the blanks all by itself, because the ideas are so evocative.

Spells, we learn, are categorized in four schools. I'm not sure I know why, but that's how it is. Then it starts for real. Now on page 127 and forward we get the rules for actually casting spells, and some examples and metaphysics of magic mixed in. It's made clear that spells are a psychic phenomena, and that spellbooks thus don't exists. I found that, and the then natural lack of scrolls, to be a stumbling block for me when trying to find treasure to reward magic using characters in my campaign. Think about how you want to handle that in your campaign.

Notable is that when the rules say that your stats will limit your ability to cast spells, it never say anything about your level, except for an example on p.127-128 where Khenn the Wizard casts a spell of a higher level than himself. In 5th ed this is limited by the fact that the Wizard's Guild wont teach those,
and that they cost more energy to cast if you get hold of them anyway. I think I like the new freedom better.

You cast spells by making a SR and you pay for them with the new stat, WIZ. Welcome to the classic weakling wizards! I can't resist thinking of Ars Magica, where all our Magi had maxed out their Stamina. Yes, a physical stat. I think it makes sense to have magic powered by a separate stat.

In the section called Casting Cost we see some slightly confusing things. In the first paragraph we see a mention of tools to assist casting, like a wand. Later in the next column on the same page there's an example of a Wizard casting a TTYF and it's mentioned that he don't have a staff. So, you say, what difference does that make? The thing is that using these tools and how the reduce the cost of a spell isn't explained until yet another three paragraphs, the middle of page 129! Also, in the second paragraph of this section there's a page reference to page 36. This is regarding how the level of the caster also makes it cheaper to cast a spell. Looking at page 36 we see that is indeed where the definition of a level is, but the benefit of levels is on page 39! Just to make it even a bit more confusing nowhere on page 39 is it mentioned that one benefit of gaining a level is that it's cheaper to cast spells! This is very confusing, and should have been edited. It feels sloppy and a bit disorganized. Since I started this project Ken have told me that everything is basically printed in the order he wrote it. It shows, sadly. The most odd thing of all, though, is that the actual rules for the different kind of spell casting foci are in another booklet! At least there are a very clear mention of this in the middle of page 129, pointing out that you have to read Special Edition Monsters & Magic Book.

One important thing is mentioned here, though, that Rogues can't power up spells. Considering all other limitations on their spell casting is mentioned in the Type description on page 12, I'd love to have seen that added there as well.

The rest of the magic rules consists of the most talked about and least liked part of 7th ed, according to my experience. Some metaphysical reasoning is given, and then it's proclaimed that there's a "barrier" you have to overcome to affect a stronger magical force, Kremm, than your own. The end result is that you, and your target both loose WIZ, but you can't get your spell to affect anyone stronger than yourself. This brings out a boatload of problems.

Sure, you can have a team of Wizards casting spells to drain their target while one of their pals is withholding his WIZ (otherwise you will all just decrease in step and never bring down your target below you) until it can be brought to bear. But, frankly. Can you imagine a party of multiple Wizards doing that, when they can just boost a Warrior with something like a Vorpal or Whammy so much easier?

Also, imagine a Target with WIZ 100 and two player Wizards with WIZ 88 at level 7 and another with WIZ 30 at level 2. The latter are going to cast a spell on the Target. They will both loose some WIZ, right? Now the Level 7 Wizard cast the same spell. But, since he is higher level he will use less magic energy and thus affect the Target less! If he uses a focus it's even worse. It feels distinctly wrong that somebody with more magical power will make the enemy hurt less. Can you ignore the level benefit or "exert yourself" in order to hurt the enemy more? Nah, this just is not working.

I like the idea of Spell Resistance, but this is not a good way to do it. It will involve more dice rolling, and thus more chance, but I think some SR based on the difference in power makes more sense. The idea is good, but I don't like it this way. I'd hesitate to add in more dice rolling since it will both slow down play and make Wizards potentially weaker. Considering you didn't have to roll a INT SR to cast a spell in 5th (now you do) I would hazard the guess that for someone coming from 5th ed it would look even less good. Maybe ditch the INT SR and just have a SR when casting on someone with higher WIZ? Don't feel that good either.

Personally I never liked the "auto pilot" system where you just said "I cast a spell", while a Warrior had to roll to hit. Magic should be fickle and chancy. At least as much as the martial skills are. Taking a tenth of the overpowering WIZ as CON hits instead? Heck, I have no idea how to make it work! Can you tell I'm grasping for ideas? I like the INT SR to cast, but the Resistance rules will go next time I play T&T.

Most of the rules in the Magic section are just as easy going and wonderful as tools as the rest of the system, but the new additions above need to mature a bit. The system if fun, and it works. I do like that you gain AP for making a SR to cast, spending WIZ to cast, and for defeating a monster with that same spell! Wizards can be powerhouses for Adventure Points.

Next week: I'll talk about some of the specific spells, and that extra booklet mentioned above, Special Edition Monsters & Magic Book

Friday, November 20, 2009

Reading T&T 7.5 - Saving Rolls p.99-126

So, now we have come to that mechanic which makes us T&T fans rave so much about the game. Usually I don't talk that directly about rules here. I think you should buy the rules to find out. Today I think I will, though.

What's the fuss all about then? Nothing much, but it has implications. Starting the section on Saving Rolls, we read that sometimes only luck can save a delver. That's when you roll a SR. Rolling a SR is done with two dice, and then you add a relevant stat, like LK och STR. If you meet a target number, depending on difficulty, you succeed. Easy ones, level 1, is TN 20 and then it increase by five per level.

Nothing special, eh? Well. One nice feature is that when you roll doubles, you add and roll again! I love exploding dice, and ever since I encountered it in MERP during the 1980-ies I have loved that mechanic. The feeling when you really need to succeed and you get those two 5 staring back at you, roll again and get two 4 and roll again and get more, is priceless! That's why I couldn't play diceless. Random chance is just to much fun.

Now imagine doing this for anything, at any time, to resolve any crazy idea you get. Why would you? Because of AP.

Just after the section on Saving Rolls, with two very good examples of different SRs, we start to read on Adventure Points. These are used to raise your stats, and you gain them from, among other activities, rolling SRs. Note, you get it for rolling, not for suceeding! There's no reason not to try to do something cool, because you will get a reward in the form of AP, just for trying. This is a game where being active counts. The rules in this section is very well written with many examples sprinkled throughout, this is also true for the section on Adventure Points.

I remember when I first heard of Feng Shui, by Robin Laws. Chinese action movies are something I enjoy a lot, and that game seemed very fun. But, when I read it I didn't feel the love like I expected. I didn't feel the game mechanic inspired me to do over the top action stunts. Removing obstacles is one thing, but providing wires for the wire-fu and bullets for my gun was something else. Then I encountered Wushu - the ancient art of action role-playing. This was a game that gave me what I wanted! For every weird stunt you try, the easier it is to succeed. That, is a stroke of design genius. That is how I feel about the interplay of Saving Rolls and Adventure Points.

Adventure points you can get for slaying monsters, outwitting them, casting spells and any thing the GM feel is worth rewarding. How they are used, and how fast a progression the game will have is discussed in the rules, and more than one way presented for quicker and slower games. In my games my played by the book, and I let my players raise their stats as soon as they could. In the middle of a fight someone would take a look at their stats, ask for a SR and I would gladly allow it and then see them raise the stat and continue the fight. Entertainment was guaranteed when they scrambled for that SR and a few more points.

I will close with one thing our game designer feel is worthy of Adventure Points is Daring. Daring is described as the difficulty and danger of the tunnels and encounters for a session. Exposing your character to danger is worthy of reward if you survive. Think about this quote: "A general guideline is to reward 100 AP for each level of dungeon or difficulty that is overcome".

How do you handle that? If the delvers go down to level 3, do you give them 300 as they set foot on level 2? Going down a chute and at once going up again using an elevator from level 9, is that worth 900? You get no strict advice from the rules. I found this to be a very charming and very old school so I rewarded 100 times the deepest level visited and encountered something, when my players was back in town alive. Combine this with the stable rule, and there are interesting strategic options of resource management available to the game.

Next week it's time for Magic

Friday, November 13, 2009

Reading T&T 7.5 - Combat

Welcome to T&T Friday! We have come to those rules which see most use at the gaming table, combat rules. Let's jump right in.

At start a few terms are defined, and the basic idea of rolling your attack dice and comparing them to the opponent's result. Most interesting here is the concept of Spite.

When you roll a 6 on a die in combat, something special happen. You might have found a weakness, or just made a very precise strike. Any dice with sixes total up, and ignore armor! Suddenly even the "tin box" Warrior isn't safe! This is a very good addition, and a common house rule for fifth ed games. I really like it. Apparently the idea to let it be the trigger for special effects was not Ken's idea, but came from FDP. Also very nifty. Talk a walk into House Rule territory and you can have it trigger effects on magic items as well.

Then we have something which I find interesting. In T&T there is a combat turn sequence, and everything that happen in combat happen in a specific order. For many gamers the way you act in combat is all dependent on initiative, and not what you do. Older editions of D&D do like T&T, and Rolemaster have some very involved and quite quaint ways to structure a combat round. Me, I'm most at home in an initiative based round. Still, I like the way it works in T&T.

Worth noting in the section about the round, is the length of it. The official length is 2 minutes! Compare that to GURPS where a round is 1 second! The difference in length of combat rounds never cease to amaze me.

Let's take a look at something Ken writes here, which I think is the core of the whole game system:
Every combat is different, and it is your job as a gamer and judge to adjust the details in your mind so it makes sense. Visualize the fight, and you won't have to be told that Mungo the Hobb did 11 points of damage to the giant with a sneak attack to the ankle. What else could Mungo reach? When the giant falls down, our doughty little warrior might want to start attacking the giant's head. Let him.

and

The action takes place in your imagination, not in a blow-by-blow manner. And remember, you can try anything in combat, and the DM will deal with it. He may call for a Saving Roll to see how well you succeed, but go ahead, be creative and tricky. The game will be more fun.
Notice how it's phrased. It's your job! The game is a creative endeavour, and I really love the phrase "you can try anything in combat". This is the core of the T&T experience for me. We get a toolbox, and an inspired example of how to invent stuff and have fun. While it's damn obvious I think we need to be reminded sometimes of how essential this is. You know to make the best pecan pie in the world? Make it count in combat. You can.

The last part of this section before we start in Saving Rolls are Missile Combat. Even though the rules have been fairly stable, missile combat seem to change a bit almost every edition. Now it's a DEX (or Talent) based SR to hit, based on range, and that's it. It works.

Next week: Saving Rolls!

Friday, November 6, 2009

Reading T&T 7.5 - Monsters and Monster Rating

Now we have come to an interesting section in the rules, monsters. In some other games, it's well known that stat blocks take up quite a lot of space. In T&T the space needed to describe a monster is minimal, thanks to the very elegant solution of Monster Rating, MR.

From one single number you get the dice a monster will roll in combat, its combat adds and its stamina or CON. Now, while the procedure is simple, it still involves an element of confusion. To get the dice you have to round down, and to get the adds you have to round up. Why? I know that some people have made fun of this tendency in rpgs to spend silly amount of time on dictating rounding. Sometimes I think the criticism is valid. Why on earth can't we just assume everyone learned rounding in school? Well, it's not a fault of T&T, really.

One thing is different enough from former editions to warrant a note in bold letters. The dice rolled for a monster never decrease, like they used to. Now only the adds whittle away as the MR decrease. Small changes in how this have worked, with e.g. full MR only used on the first combat round, have been tested. I think the present system works just fine, and the beauty of it all is that it's dead simple to use any way, in concert.

On thing I really like is that Ken gives us some idea on how to scale the MR of a monster to the strength of the delvers. Some gamers in the OSR contingent sometimes rage against the "decadence" of 3rd ed D&D, where Encounter Ratings and similar calculations play an important part of encounter planning. Personally I find the idea of encounters scaled to the strength of the player characters to be a complex subject. If the players start to expect everything to be beatable, or "fair", I groan and long for the bygone days. But, I also think that having some kind of way to know when you send in certain death is nice, at least it will give me the opportunity to drop hints of the danger before the first character bites the dust. But, back to T&T. I think the advice Ken gives is good, but one of these days I'm going to collect hard data on the importance of combat adds. The characters in my campaign had totally brutal adds, but could sometimes roll quite bad, which changed a lot.

After telling us all about MR, the rulebook talks about monsters. The list of monsters we get in the rulebook is just a list of names, and MRs. Frankly, it's not very useful. I will now turn to one of the other volumes in the boxed set, Codex Monstrum, since it's actually referred to in this section. The monsters in this book is described, are illustrated and have notes about special defences, attacks or magical abilities. The neat thing here is how sixes rolled for attack (which I'll talk more about later) trigger special effects. This is a new addition to the T&T system which I find very inspired. I used similar effects on magic items of my own design, and it worked very fine. The CM is a fine addition to the 7.5 rules. Now I once again wonders a bit about the organization of the rules. Having described the MR system, and how it can be used, I wonder why the idea of spite damage or triggers for special effects isn't mentioned until you turn to the monster book? A list of monsters take up most of a page in the rules, and it could have been better used to just describe all the rules about monsters and how to design them.

There's another thing which I think deserves mentioning. More than once on these three pages we can read how fun it is to create your own monsters, and how the creativity of the individual GM is a fundamental part of monsters. That's the spirit!

Considering how I wrote a few days back about how the world of Palladium fantasy is presented in the rules, I find it notable that the monster section in these rules actually mention Trollworld, and gives us some glimpse of it's fauna. I kind of wish there was more of that in the rules. I will probably write more about that later, though.

Next we will write about fighting all these monsters, in the Combat Rules!

Friday, October 30, 2009

Reading T&T 7.5 - Equipment p.41-89

After a lengthy battle with the flu, which is still not finally won, am once again able to think my usual semi-clear thoughts. Since I'm also bored out of my skull I want to blog, talk and feel a bit alive again. Time to read T&T and talk about the next chunk of pages.

Starting on p.41 we gets treated with multiple ways of equiping a character. Personally I like the third method of just giving out some basic stuff and jump into the fray. It sure makes the game going quicker. "Don't get bogged down" is solid advice.

I find it kind of amusing that silver is described as the common currency in most places, and then most of the stuff in this chapter is still priced in gold!
Real nice is that we get a short mention of reselling, lower quality and such stuff.

Regarding selling and buying, we get to know that there are merchants for everything you need for life on Trollworld, but that the Wizards' Guild are the only one dealing in magic items.

I'm very divided about selling and buying of magic items. Treating magic items like any other commodity to be bought and sold is a sure way to devalue their mystery and "magic". The question is of course if the publication of the Greyhawk supplement in 1976 with it's long shopping lists opened a door that can now hardly be closed again. I'm not so much thinking of the idea of selling off some loot, as I am of players taking their characters to the magic shop with a wish list in hand. That feels wrong on many levels. But, even in my own campaign I played it by the book that way. I had inventive players who did something fun with it, so maybe I'm just needlessly wary. But still...

Then start the most thankless part of a rpg publishers work. Long lists and tables which can be so very, very wrong without you noticing. My advice to everyone doing this. Do the layout, and then make a FREE pdf of it you give to ALL the fans to proof! There are no sane reasons what so ever not to let as many people as possible look over your tables. They will crawl with errors.

T&T 7.5 have some oddities, but it could be worse. It was worse in 7.0, I can tell you. Still a few things to wonder about.

  • Why are there no descriptions of the first/second aid kits?
  • Why are there no descriptions of why there's two values for DEX sometimes, like for Daggers?
  • Why isn't there no description of how a bola is used?
  • What does all the / separated values for the lance really mean?
  • What the heck is "rifing" mentioned in the Gunnes table?

I have found some of it out in conversations with the Trollgod, but it would have been nice to have that in the book. I'm dead sure that would have been caught if 500 persons had seen those tables.

In my campaign we said the first aid kit healed 1 CON, the second one 5 CON (since it hinted at it in the table). I'm pretty sure it screws with the economy of healing, but such is life.

Next we get to armor. It's very cool to have listings of full suits, so you can just buy one of those and pick and choose later. What makes up a full suit? I don't know, it don't say so in the book. Since I'm stingy I said it didn't include a helmet. Also worth noting is that a suit of Plate is 460, but Full Plate for two measly more points will cost you 1300! Almost three times as much money for two points. Ouch! It makes no sense not to buy a suit of Soft Leather, it's dirt cheap and gives almost a third of that Plate for a lot less than a third of 460 gold.

Included in equipment is also Poisons and Treasure! The former is fun and to the point. Let's talk more about the Random Treasure Generator. The Treasure generator wsn't in 7.0, and since I was using that set as my only T&T solo rules, I did feel that lack. Many solos ask you to use the Treasure Generator to figure out the loot. We also had a lot of fun with it in my own campaign. Nobody could say I screwed my players over with loot. They roll the generator themselves, and might score high.

The procedure it simple, with subtables and the possibility of generating coin, weapons and armor, potions, gems and magic titems. Yes, magic items by random roll. The only part which I feel is broken is when you roll for jewelry, and get 4 on the Jewel table, "Value of item plus value of jewels". What the heck is the value of the item, then?

Finishing off the big chunk of equipment is something sorely needed. A glossary. I haven't mentioned much what's in the weapon tables, but trust me that most any kind of weird stuff is in there. Being able to delve in dungeons with a Bich`wa, Chakram, Estoc or any such kind of odd weapon is a classic of T&T. While I like the choice, I must say I don't think the long list does much for me. I need something sharp to hit people with, on the cheap. Still, some like it. The oportunity for worldbuilding is there, with all elves using weird weapons and dwarves refusing to fight someone using a weapon "without honor" or something like that. But, you'll have to build it yourself.

That was a big chunk, eh?

Next Week: Monsters and Combat!

Friday, October 23, 2009

Reading T&T 7.5 - a pause

No post today, to weak to think. But, the fever seem to have left me so I'm not dying any longer.

Friday, October 16, 2009

Reading T&T 7.5 - Levels

A friend of mine was very vary of games with classes and levels. He felt they were unrealistic and the characters were to static. He did manage, oddly enough, to gather quite a few games of that kind, though. Some of them are now in my collection and I wonder everytime I see them about his problematic relation to games with levels. T&T is a game with levels, but compared to D&D they mean fairly little. This Friday I'll take a closer look at levels in T&T.

On page 36 the section on levels start. A sure sign of the importance of levels is the page count alloted to this subject. All in all it ends on page 39. Got that? Now, let's see what it's all about.

Levels have never been a big thing in T&T. Actually, while some adventures have been written for "level 1 or 2" characters, it often meant next to nothing. increasing stats have always been the effect of experience in T&T, and back in earlier editions different stats increased quicker than others, so it was very nebulous what a certain level meant. Often Combat Adds was a much better gauge. Now in the 7th ed Ken has changed all this a bit.

A Type now has a list of stats that are "level attributes". The rating of the best of those determine what level your character is. Simple, eh? Well. A have a small complaint. How about listing those in the descriptions of the Types, much earlier in the book? That would help you when you have rolled your stats and wan to choose a fitting Type.

So what are the benefits of having a high level then? Well, here's where it becomes clear that T&T is not a game where level matters much. When you have failed a Saving Roll, you can add your level and hope that it help you reach your target number. For some odd reason the example talks about "level  attributes" here, which obviously is a remnant of an earlier rule, since that's never mentioned anywhere else and obviously wrong. That's it! Well, at least if you only read the section on levels, anyway.

If you, like me, thumbed through the descriptions of the character Types in hope of finding the level attributes listed there, you would have noticed that Warriors get to add their level to their combat damage! Also, Wizards get a redution in cost for spell casting when having a higher level than the spell being cast. Taking a peek at a chapter further ahead in the book I also noted that your Wizard can't invent new spells until reaching level 5, or level 10 for a Paragon. Why on earth is the list of benefits of levels limited to just mentioning the SR bonus?! Obviously it's used for more things. Still, I see why the importance of levels is played down, especially compared to D&D where your level determines the extent of almost all of your abilities.

Would me dear friend have accepted T&T even though it's a game with levels? I would have hoped so. My experience tells me that the most intense dislike for levels is usually when they determine a lot about your abilities.

Personally I wonder about the usefulness of levels in T&T. Maybe it could instead be that your SR bonus would be 1/10 of any of your level attributes (which would then be called something else) could be added to those saves? Maybe a limit where the level of spells you can invent be 1+(INT/10) and keep doing stuff based on your stats? It sure feels like the stats is the traits or general abilities whereupon everything is built in T&T. Why not get rid of that D&D artifact and skip the "level" thing?

Next up! Equipment!

Friday, October 9, 2009

Reading T&T 7.5 - Talents p.31-35

Welcome back to Tunnels & Trolls Friday! Today I will focus on a new feature of 7th ed, namely Talents. Skill systems have been grafted onto Tunnels & Trolls since way back. Michael Stackpole wrote one that's included in the 5.5 printing, I've been told (my 5th ed is from 1979), and many lesser know designers have done so for their home campaigns. Talents is a idea in that vein, but by Ken St. Andre.

Back when I was a strong critic of all class based game systems, I used to think that since every character of a specific class at a specific level were basically all the same, and that it was boring. The system of Feats which were introduced in D&D 3rd ed. was to me a boon. Now you could finally differentiate your hero from everyone else! It turned out to be much more complicated than that, unfortunately. The Talents of T&T, though, have a similar function to make your imaginary persona a bit special. Lucky for us, the mechanics are way simpler. Even elegant.

Our designer mentions on page 31 how you can use Saving Rolls to make anything happen in a T&T session. Not until page 99 will we get a description how to make those rolls (SR for short) but here in this section Ken manages to descrive their general utility better than the section where they are the subject of discussion! So, since you can roll a SR for anything, why do you need Talents? Well, it isn't really argued in the rule text why. Well, there is that suggestion to the player to imagine what skill there are that defines who or what your character are, and to use that as a Talent. I'd say that their main utility is to make you special. It's chrome, really. Anything you can do with a SR can be a Talent. I like the idea.

When we get to the meat of the rules, we encounter some oddities. In the example we have a Rogue who takes Thievery as his Talent. Looking to see what it says in the description for the Rogue Type, we see that a newly created Rogue has to take Roguery as the first Talent! The example is thus breaking the rules. It makes you wonder if that rule was written later, and the example not modified. While we are talking about rules, I am wondering if the concept can't be taken further. Since your rating in a Talen will be determined randomly at creation and never changed, you might end up with a 1 or a 6. With a higher and higher attributes as you gain levels it will be less and less of an issue, but it feels like an itch I'd like to scratch.

In Mercenaries, Spies & Private Eyes by Michael Stackpole (still for sale from Flying Buffalo, and there's a solo written by Dave Arneson available! What are you waiting for? Go grab it, and tell Rick I sent you.),  you can level up your skills. It would probably be possible to do the same for Talents. How about this? One way would be to put a tick mark beside the Talent when used, and when you have used it as many times as you have ranks in it, pay 100 AP and raise it by one. Possibly 100 x Rank. Well. Let me know if you try it out.

Another cool House Rule would be to not base Talents on a specific ability, but letting the situation dictate. Thanks Dalton for that one!

What I really likes about Talents, and I do like them, is things like page 33 where Ken really shows us how to take a trait and do a cool stunt, even in combat where the use of Talents wont work to just boost your combat ability. More examples like this in the chapter about SRs and people might take notice why we T&T junkies harp on about how cool the SR mechanic is.

So a Talent will set you apart, but will also boost your ability to be extra good at once special thing. Take not that when asked about their Talents, my players managed to be creative (mind you, you can make up anything, there's no list!) and one of them took Cooking! Belive it or not, it can be used both in combat, business and interacting with monsters. Talents are pure roleplaying opportunity in a box.

Let me finish off with a quote from the rules about Talents. Ken writes: "Saving Rolls against a Talent may be called for by either the GM or the player." Maybe it should not be necessary to put that in the rules, but it's still good to see it. You have a cool idea? Go for it! Say Yes or roll the dice. Heck, roll some dice anyway.

Next week: Levels!

Friday, October 2, 2009

Reading T&T 7.5 - Adventure Points p.29-30

Welcome back to T&T Friday! Today I'll talk mostly about Adventure Points, and also a bit about the small interspersed pieces of game mastering advice the author have sprinkled his text with.

Our read through today start at page 29. Here we finish up the character generation by mentioning some things apart from abilities and kin which would have to go unto the character sheet.

Adventure Points is the first. What is interesting with those, apart from how fun it is to see your character get better, is how they are presented here in which is really the player's part of the rules. Ken writes:
They are the most mysterious aspect of life on Trollworld -- it is as though the gods themselves were keeping track of the players' actions and scoring them, handing out rewards and occationally punishments for all actions undertaken during the course of one's adventures.
This is a very fun attitude, I think. There's no pretense here about any simulation of a secondary world. Adventure points are given by the gods, and they are an interesting mix up of the reality of the game and the reality of the players. A quote like this succinctly encapsulates the feel of the rules text.Note that it also gives you a hint of how to play the game! Just like the gods award their followers, sometimes giving and taking, you as a GM and player can anticipate the AP to come and go. Play loose and reward actions, good and bad. I like the implication here that your actions have consequences, in a lighthearted way. You play a game and try to score points. Simple enough.

Then there are mentions of Weapons, Armor, Languages, Magic and Equipment. All of this is self explanatory stuff, really. What is interesting, though, is that under Armor there is a hint of something from a former edition. Back in the days, armor was ablative. It meant that when you took damage the armor absorbed it for you, but got hurt in the process. While the idea of damaged armor is mentioned here in an off-hand remark, I think an opportunity is missed by not mentioning that armor effect as a boxed note, or something, for the GM to use an an interesting optional rule. I'm beginning to think that the game would have benefitted from a section for players and another for Game Masters. The fact that e.g. AP is explained and expanded upon on p.102 almost gives this impression, but in a more confused manner. I'd have liked to see it done more purposefully.

Lastly before the big section on Talents, we have a short but interesting section on encumbrance and how it affects the life on Trollworld. The idea of tracking weight is "for the purists in the audience", and I must confess I ditched that rule myself in my campaign. What is interesting here is first that Ken mention the old Weight Units (1/10 of a pound) which have been in the game for many editions, but we get no real reason not to just use kilos or pounds. Secondly, we have a paragraph about how this affects people in Trollworld:
the delvers of Trollworld have developed wonderful packs for stowing stuff, and their clothing is full of all sorts of pockets, pouches, belts with hooks, and so forth. It's funny to visualize, but the heavily laden dungeon delver probably looks more like a boy scout leader buried under packs and gear than he does a medieval warrior.
I can't emphasize enough how that picture evokes the wonder of delving for me! No "dungeon punk" attitude with spikes and impossible poses. For a game that is so unashamedly a game, with its wacky logic, this for me gives a stamp of "realism" to it. Don't sweat the details, but imagine how fun this looks, eh? I like that.


Next up: Talents!

Friday, September 25, 2009

Reading T&T 7.5 - Character Generation II p.p20-28

Now we have come to the part of the rulebook which talks about attributes. I find it odd that these are described after the Types, since they are more basic. Also, you early on is told to roll up your attributes, but the descriptions of them come much later, even though that might be useful information for deciding what type to play! Ken has said that this is not bad editing, since it's just that he thought about things in that way. Personally I think a game editor should be doing that kind of reshuffling of the text to make it flow more easily and make more sense. You can find a long debate about the state of editing in the business elsewhere.

After this comes something interesting. T&T have since the early days been a game where you can play a "monster". Any kind of race, or kindred, is defined by attribute multipliers. You basically have a table with a multiplier for STR, DEX etc. for all races. This is fun, and an easier way than calculating effective level, level limits or any such scheme. A dwarf with x2 STR just is stronger than a human. Learn to live with it. In my games we had a crazy assortment of kindreds and it was fun. Basically I see no reason to hestiate to bring in a new funky race, since many players will bring in new interesting problems or adventure seeds that way.

There is one thing I find annoying with this table though. Some creatures obviously have special abilities, and some are even hinted at in other parts of the book. But, none of them are described anyway. Of course, some of this data comes from the older Ken St Andre game, Monsters! Monsters!, but since it's not in print it is hard to refer to it. It do make some beings kind of oddly "amputated" though. What is just terrible unprofessionalism, though, is the fact that FDP managed to print 7th ed with a note saying that all Leprechauns have the spell Wink-Wing as an inherent ability, but they forgot to put it in the book! Even if the oversight was Ken's fault, it's just terrible to let such a thing slip by. Did they even read the book they published? In 7.5 ed. they did include it, but in a additional spell book, and not in the list of standard spells in the main rule book. Palm, meet forehead.

In this part of the book we have some real goodies, but the most interesting part of characters like AP, Level and Talents, I'll cover in my next post.

Tunnels & Trolls walkthrough delayed

Today's post will be a bit delayed. Hopefully those of my about readers in the US will see it later tonight. The rest will see it tomorrow. Sorry about that.

Friday, September 18, 2009

Reading T&T 7.5 - Character Generation p.6-20

Who said it was slow on Fridays in the blogosphere!? Here I am again, reading T&T from cover to cover. This week I'll look at Character Generation.

After the introduction we get a nice little summary of how to play a rpg, including the very nice suggestion for game masters to not prosaically deliver the adventure, but actually get in character and why not goof off? Ken starts off the section on generating a character by telling us how to roll dice and generate stats. For some reason the stats are listed, but no detailed description is available on these pages, even though one is promised to show up later. After that, and the import rule of "TARO" (Tripples Add and Roll Over), the listing of classes and their ability fill the rest of the pages until p.20. I'll stop at TARO for a second

While our rule designer tells us we can roll in order or distribute the stats according to taste (he rolls in order), he also tells us something of the thinking behind the TARO rule. "Trollworld is full of heroes, freaks, and monsters -- not a bunch of averages." I find this interesting, as it gives us a glimpse of the mind of the designer not missing a fact, but actually designing around that fact. More than once I have read rules and wondered if the designer didn't see that it was broken. One effect this rule has, which the "balance police" will complain about, is that it will probably cause one PC in every second party to be seriously powerful. So, what if one PC has a STR of 65? He will strengthen the party and help you survive longer and get up to that STR yourself! Also, it will take ages for such a PC to get higher STR. No big risk of him building upon that and leave you in the dust. The experience ruled will handle that. Calm down!

Then we have the list of classes. In T&T the classes are called Types, and we have Citizens, Rogues, Warriors, Wizards, Specialists and Paragons. Warriors fight, Wizards cast spells, Rogues do a little of both badly and the Paragon do a little of both well. As you can see they all have their niche in a fantasy adventure. Specialists are basically doing one kind of fighting or spell casting and then some. Even though Ken St. Andre tells us we need the Citizen for NPCs like farmers and fishermen, I can't see the point of this Type. Sure, in a class based system like T&T, you will ask the question "what class is the owner of the inn". But, I think it is a question wrongly asked, and answered wrong as well. The owner of the inn is either a source for for resources, or an opportunity for the GM to act out funny voices and chat with his players in character. Who cares what Type he is! He needs to use a spell or an ability? GM fiat is the right answer, not a new Type.

The rest of the Types are all interesting, with the Warrior being able to get double value of armor, the Wizard being able to know all first level spells. The Specialist deserve a special mention. They all use the same concept, of having one specific talent triggered by a Saving Roll and the prerequisite being rolling triples of one specific stat when those where generated. From the ones mentioned (Leader, Ranger, etc), it's very easy to see how to expand this system to build other Specialists based on this mechanic. The rules show very clearly how they can be used in a toolbox manner. Very neat and modular.

Now, after this and a descriptions of the concept of race or Kindred, the stats are finally explained! Why not before the mentioning of Kindred, and the long descriptions of Types? This is where the editing of this rulebook show neglect. I don't mind the designer writing it that way, but why was it left that way when edited? You think I harp upon something trivial? After the stats we revisit the subjects of kindred again, and the first mention is not enough to choose a kindred for your PC or tell you what it means. It needs reshuffling.

Next up: Generating characters II

Friday, September 11, 2009

Reading T&T 7.5 - Troll Talk p.3

Let's start this walk through slowly. In the introduction, Troll Talk, Ken St. Andre tells how this edition came to happen, and also tells us how to use it. It's interesting to see that Fiery Dragon Publishing apparently wanted to do something on their own, and as a side effect of that Ken's latest ideas happened to be included as well. For those who have the tin box edition, AKA The 30th Anniversary Edition, it's clear that the so called "Revised" T&T booklet from that set is what's referred to here. Personally I felt it was a very weak and useless attempt to make T&T more like D&D3. After thumbing through it once or twice I never opened it again. Interesting is also, at least for me personally, that Ken mentions that he got a few suggestions from FDP how to add to this latest release by including a treasure generator. I actually contacted Ken about that, since I had been playing the tin box edition with old solos that often asked you to generate the treasure with the random treasure tables from 5th ed. Ken replied "We'll see what we can do." So I guess it was a good idea.

Then Ken mentions something interesting, and the most important thing is this post. He writes:

If you only remember one thing about Tunnels & Trolls, remember the line from Pirates of the Carribean - they aren't rules, more like guidelines really. ... Do what works for you and your gamers. If you haven't messed with the printed rules and made at least a couple of changes, you aren't really playing Tunnels & Trolls.
I find that last piece interesting. Many games have told you that you have the power to adapt the rules, but I haven't ever seen a designer who explicitly tells you that you're not playing the game in question if you play just the way it's written. That's old school to me.

Next up: Generating characters

Thursday, September 10, 2009

Reading T&T 7.5 - Introduction

As every blogger knows, Fridays are a bit slow. I'm going to make the Fridays kind of special from now on. Inspired by some kind of threads on rpg.net where new and old rulebooks get dissected, I'm going to read through the Tunnels & Trolls 7.5 rulebook and comment on things as I move along. As always it will be my kind of perspective, old and new and something in between. Feel free to comment, and if we manage to find something really weird I'll make sure the Trollgod himself knows it. Welcome to follow along!
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