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Old 08-12-2005, 10:53 AM
Powergamer
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Re: [RPG]: Tunnels & Trolls 5.5 Edition, reviewed by Robert Lionheart (2/5)

Quote:
Originally Posted by Dan Davenport
You managed to make this a nicely informative review in spite of your admitted bias, Robert. Nicely done.

I am wondering, though, how stunts relate to the game mechanics. I'm assuming they're based around attribute "Saves," correct?

Also, how large is the bestiary, and does it include full stats for all creatures (as opposed to just the Monster Rating), or only for a select few?
Ron says it much better than I ever could:
Quote:
Originally Posted by Ron Edwards
T&T wants nothing to do with verisimilitude - it's all about strategy. You've got attributes, weapons, armor, and spells. Fighting's all about what weapon and armor you've got (attribute dependent), magic is all about your Strength resources. Effectiveness is all about your Strength, Dexterity, and Luck.

Levels just add to your attributes. Money pays for more spells, more armor, and more weapons. (That's right, never mind "learning" spells. Buy them. Get over it.) Your characters will die, probably. Make up a few and make sure that the dead characters' maps make it topside so your new ones can use them.

What makes all of this more interesting than a mere statistical grind is what the rules call, in their 1979 blessed innocence, "Saving Rolls." They are not frigging Saving Rolls - they are attribute checks. You have seven attributes and the Saving Roll rules apply all the time, in the most open-ended, mind-bogglingly flexible task resolution system ever.

Let me illustrate - my li'l 2nd level fighter stares in horror at the balrog. If we use the Weapon + Adds vs. Monster Rating method (the standard system), my character gets roasted and eaten post-haste. But I can come up with any strategic action, base it reasonably off any attribute that makes sense, and the GM will assign me a "Saving Roll" at some difficulty level. If I make it, we just ignore the combat system and carry on with whatever I wanted to do. Maybe my character jumps onto the balrog's head and then hops off behind him (DEX). Maybe he suddenly sells him a used sword (IQ). Maybe it's a chick balrog and ... (CHR).

Way before "raises" in L5R. Way before skill checks and skill lists. Way before so-called free-form role-playing or any silliness about roll/role. It's all right there.

Yesterday, the hobbit character made a DEX "saving roll" during a fight scene, in hopes of slicing a hand off a foe, at the player's request. She succeeded. During the next round, the player stated that the character *chases the other bandits around with the hand* during combat.

I awarded her another Saving Roll, this one on Charisma, to see if the character was so obnoxious such that the other player-characters got free shots at the bandits. She succeeded.

Dude, this game is ... unspeakably simple (and even bloody-minded), and yet as you play, this incredible secondary system kicks in and you suddenly realize that Amber and Over the Edge had merely re-invented or simply drawn attention to elements of an already-existing wheel ...
And no, there's no bestiary per se; it's more or less assumed that you'll decide for yourself what monsters to use and just wing it from there. Alternatively, there's a table of personalized monsters in section 2.41. which details 37 playable monsters (including shoggoth!) -- but I'd say that a bestiary is not really essential to GM'ing T&T. YMMOCV.
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