Hey, just wanted to give new players and guests a look at some of the homebrew rules I use. This will be updated as the adventure continues.
Settings
I primarily use 7.xe which is basically a 7.5e and Deluxe Tunnels and Trolls (DT&T) amalgamation. I am able to run fantasy and modern settings with ease. The only "real" changes to the core T&T system is adding modern weapons. For comparative purposes, T&T can be a GURPS Lite, before GURPS even came to be.
I have
In general, as stated in "What is Tunnels & Trolls?", am I am able to run solo campaigns or solo one-shots with rather ease. GMing a group play isn't harder, it'll just be more interesting haha.
Gameplay
The eight attributes remain:
STR
CON
DEX
SPD
INT
WIZ/POW (for Supers or metaphysical abilities -- i.e. aesthetic change for
non-magical abilities, ha)
LK
CHR
A new character begins with a randomly generated score for each attribute, determined by rolling
four six-side dice.
Character classes
No change; Non-human kindreds are encouraged and can be worked into the game easily.
Also, I don't fear players making evil characters with
depth. Hopefully investigators don't start following your sloppy trail of body. ;)
Staring equipment and money
Gold, silver, and copper pieces used for fantasy, dollars for modern, and credits for sci-fi settings.
Character classes
No change; Custom classes can be built/re-skinned from the preexisting concepts of:
Warrior
Rogue
Wizard
Warrior-Wizard (Paragon)
Specialists/Specialist Mages (Healer, Combat Mage, Ranger, Martial Artists, Ninjas, etc.)
The vanilla T&T has restrictions on Paragons (meaning that you have to roll above 12 on
every stat), but I will allow anyone to be a paragon, because they actually aren't game breaking haha.
CombatPersonal Adds are determined by STR, DEX, and SPD. For every point above 12 possessed in each of these attributes, the character receives a +1 bonus to his Personal Adds. Similarly, for every point below 9 possessed in each of these attributes, the character receives a one-point penalty.
Wizards, Paragons, and Specialist Mage (
combat orientated specialist mages -- warlocks, sorcerers, spellswords etc.) include their WIZ in their Personal Adds count.
Saving Rolls3d6's are used for quick contests: combat stunts when you're outmatched in combat, to completely avoid damage, or make an attack with any ranged weapon (throwing your trusty dagger, shurikens, a rock, your sub-machine gun, etc.) or notice the ninjas stalking you in the shadows
before they spring their attack!
Same format as St. Andre's SR system:
1. Roll 3d6 (if you get
any doubles add and roll over; if you get
any triples add and roll over -- you do either method until you have singles)
2. Take that total and add it to your current attribute score. Don't forget to check see if any of your talents' bonuses may apply to this roll.
3. If you succeed, then congrats! Take that total and multiple it by the level of the Saving Throw you just made, That total is the AP gained for the SR you just made!
4. If you fail, you suffer the full consequences of your failure~ ;)
Surprise AttacksThis happens when either you surprise attack your foe or your foe surprise attacks you. This can only happen
if your foe cannot see you and/or tell the direction of where your missile attacks are coming from.
Someone that is successfully ambushed cannot make an attack that round and is
freely attacked by their assailant.