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10/23/2016

> JJB's Seven Solo Safely House Rules - JongJungBu's Tunnels & Trolls 5th Edition Gathering And Paraphernalia (JJB's TnT5e GAP)

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Trolls 5th Edition Gathering
And Paraphernalia (JJB's
TnT5e GAP)

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Barony of Sanris

> JJB's Seven Solo Safely House Rules

Dark Side of the Desert


No Rest for the Weary at
War

Tunnels & Trolls 5th


Edition

The following are some house rules I apply to either


make the solos a little bit easier (most will kill 9 out of
10 characters), or increase the enjoyment for myself.
Some of these rules were included in later editions
such as 7th or 7.5 T&T.

> Solo Adventures


Compendium
> JJB's Seven Solo
Safely House Rules
> JJB's Seven Solo
Spicing House Rules
> Character Sheets

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1. Player Limits: Use any character type you want,


Wizard, Rogue, house-ruled class, etc. and as many
as you want (including Hirelings). In fact, this is how
you can turn them into a GM'd adventure (per the
Preface in the solo City of Terrors for instance).
Some Solos, such as Dargon's Dungeon, already
support multiple characters. Just make sure all
characters are within the level range specified by the
solo and that the total Adds of all characters in the
party do not exceed the max recommended.
2. Character Creation: Apply the TARO rule to
generating attributes for new characters. Roll 1 extra
final die for each attribute for human characters.
3. Imported 7th Edition Bonuses: Warriors may add
their level to their personal adds. Rogues may
substitute LK for IQ or CH saving rolls. Wizards may
use weapons greater than 2 dice but lose personal
adds and spellcasting while doing so. Additional 7e
classes may be used if desired. Any class type may
add their level to the roll of a failed SR to see if they
can succeed, but this bonus can only be applied on failure.
4. Combat Preparation: Before combat begins, and only in cases where you are not
surprised or ambushed, roll 2d6 and multiply by 10. This is the range of the opponent(s).
You may then choose to use a magic or a missile attack if applicable, and apply its results
before the 1st round of combat. If a weapon is thrown or fired and misses, roll 1d6; a roll of
1-3 and the missed weapon is lost forever.
5. Damage: You may allocate damage to yourself and your allies as you please; opponent
damage must be divided equally though as usual. Magic and missile damage only affect
the target(s) they were intended for per usual rules.
6. Resting: In Solos that include a Wandering Monster table, you may choose to rest for
one turn (10 mins) at any time. Doing so requires a roll on the Wandering Monster table
each turn; a successful roll, no monster, allows you to recover 1 ST.
7. Luck: If at any time a fatal roll would kill a character, he/she may permanently spend
his/her LK to make up the difference. This LK cannot be recovered like ST or CON but is
lost permanently. To spend LK for a killing blow in combat, the player must bring his CON
back up to 1 (exactly) and subtract that many points off of his/her LK permanently.
Example: A killing blow in combat would reduce CON to -7, instead the player opts to use
LK and therefore must spend 8 LK to bring CON to 1. To spend LK for a fatal SR, one
must lose LK equal to the difference in the target roll. Example: A failed L1 SR on LK
would have resulted in death due to being 3 under the target number, instead the player
opts to spend 3 LK to make up the difference. Note that spending LK for a LK SR does not
reduce the previous roll for such a case and LK spent on SRs only applies to those that
would otherwise result in player death.

https://sites.google.com/site/jongjungbu/solo-adventures-2/solo-safely-houserules

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10/23/2016

> JJB's Seven Solo Safely House Rules - JongJungBu's Tunnels & Trolls 5th Edition Gathering And Paraphernalia (JJB's TnT5e GAP)

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