09-16-2023, 10:35 PM
These are some (all of the?) house rules that I'll be using for the upcoming Kelnore game using T&T.
Let me know if you have any questions.
If you're playing a spell caster you might want a set of rules for the spells.
Of course if you get the free one, and it conflicts with 4E, then 4E wins.
Let me know if you have any questions.
- The Official Rules are Tunnels & Trolls, 4th Edition (but you probably won't need them)
- I'm making major changes to the Kindred table. It's just too Munchkiny and Gonzo the way it is. That will be in a reply to this post.
- Spells are powered by Luck instead of Strength
- Only the Basic Armor is used. Too much bookkeeping the normal way.
- The Advanced Weapons charts are allowed.
- We *will* use spite damage, as follows: When rolling damage, any die that comes up as a "6" represents one hit that _must_ be taken. Even if your side won the round. Even if you had enough armor ignore it. Fighters (only) can "burn armor" (or shields) to avoid this damage.
- Fighters (only) get their level as part of their "adds"
- Wizards can use any weapon, but the weapon's base damage is capped at 1D+5 regardless of the weapon's actual damage rating
(Note: 2D = 1D+3, 2D+1 = 1D+4, all others = 1D+5)
- Any "adds" of +7 are converted to 2 more dice.
- Talents: Talents are kinda like a Secondary Skill in AD&D. There is no list to pick from. Just make one up (although if you're stuck, feel free to roll on the AD&D table). Any time that you try to do something that requires a SR to see if you succeed, you get a +3 to the roll if you can invoke the talent.
If you're playing a spell caster you might want a set of rules for the spells.
- The 4th edition rules are $4: https://www.drivethrurpg.com/product/108...th-Edition
- If you don't want to spend that, there's a "free RPG day" version of 5th edition: https://www.drivethrurpg.com/product/544...e-Rulebook
Of course if you get the free one, and it conflicts with 4E, then 4E wins.