Magic in Tunnels & Trolls is a fairly standard (though innovative back in ’76) system of individual spells that cost spell-points to cast. In earlier editions, your spell-points were your STR, now they’re your WIZ, which seems to me widen the range of possible character types quite a bit. The names of the spells are […]Read More Tunnels & Trolls: Magic
Awesome! The Storytelling Game is now available as a PDF or Open Office file. There’s also character sheets. Download it and give it a whirl! Mucho thanks to Mike DeSanto, who took the original blog post and turned it into a nifty brochure. Truly Awesome indeed!Read More Get Awesome!
Here’s a stat-block for a monster from Tunnels & Trolls: Basilisk MR 78 Here’s the same monster, with the initial Combat Adds prefigured: Basilisk MR 78 Adds 8d6+39 Here’s a Basilisk with special damage: Basilisk MR 78 Adds 8d6+39 4/Medusa 4/Medusa means that any turn when it rolls four 6’s in its damage it also […]Read More Tunnels & Trolls: Monsters
So what are you waiting for? Grab your bowl! Stargazer’s World » Dungeonslayers: The deed is done! This marvellous tome is based on the 3rd Edition of the original German Dungeonslayers rulebook and already includes the latest errata. The PDF document which can be downloaded for free contains all the rules you need to play […]Read More It’s Raining RPG Soup!
And just in time to run a memorial game on the anniversary of Gary Gygax’s death one year ago: RetroRoleplaying: The Blog: Microlite74 Version 2.0 Now Available Microlite Version 2.0 is now available for free download. Over 2000 copies of Microlite74 version 1.1 have been downloaded since its release on October 6th last year. Microlite74 […]Read More Hot Off the Presses
“Combat is the true heart of any role-playing game.” – Ken St. Andre, Tunnels & Trolls v7.5 Combat is the first place that T&T is radically different from what went before…and what came after. Combat is quite abstract, with turns taking 2 minutes each, during which there is “probably 10 seconds of action and 110 […]Read More Tunnels & Trolls: Combat
Continuing our look at T&T 7.5, the next bits deal with Armor, Poisons, and Treasure. Armor is damage resistance; the value of the armor is subtracted from any damage rolled against the character (apparently including magical damage), though not against “spite” damage. It can be bought either in complete suits or piece-by-piece, with the values […]Read More Tunnels & Trolls: Armor, Poisons, and Treasure
I went over chargen in T&T in some detail yesterday, but because of the length of the post held off on my musings. Overall I’d say I quite like it. It’s simple, quick, and reasonably flexible for a class-based system. It does have a large random aspect, which is going to be a turn-off for […]Read More Tunnels & Trolls: Thoughts About Characters
At first, the mechanics seem fairly standard. You have 8 Attributes: Strength, Constitution, Dexterity, Speed, Intelligence, Wizardry, Luck, and Charisma. (Wizardry is apparently new in 7+…previously Magic used Strength, which meant that powerful Wizards were also amazingly strong.) You roll 3d6 for each Attribute…and here you run into the first somewhat unusual thing: if you […]Read More Tunnels & Trolls: Chargen
Since Scott at the super-cool World of Thool has settled on Tunnels and Trolls as the game system for the setting, I’ve been kind of curious about it. T&T is one of the first RPGs ever in the wake of D&D (first published the year after the original D&D came out), and has had a […]Read More Tunnels & Trolls v7.5 First Impressions