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Magic and Missile re happen at the very start of the turn, and have the unusual (for T&T) property
Magic and Missile re happen at the very start of the turn, and have the unusual (for T&T) property
of directly damaging a particular target as well as counting towards that sides adds. Theres also a
rule (new in 7+) for spite damage damage that happens despite win/loss or any armor: for every
6 rolled, the other side takes 1 spite damage (again divided as they see t). Its entirely possible,
though probably rare, that the losing side does more actual damage after armor than the winning
side. This apparently addresses the problem in earlier editions that even moderate amounts of armor
could cause a ght to drag on forever if the parties are fairly equally matched. Because you can
choose specic targets for magic and missiles, this is your opportunity to try to knock out spellcasters and deliberately whi.le down the eective members of the opposition, which can cause a
steep drop in their sides total damage if you can pull it o.
At its most basic, theres not really much room for individual tactics in T&T combat. It also has a
moderately low pace of decision. At least, it seems to me that unless youre heavily outmatched,
ghts will go on for at least a few rounds. One complaint Ive seen on some boards is that thanks to
armor, evenly matched groups stalemate and the only thing that counts is spite damage.
On the other hand, T&T oers a great deal of scope for rules-light RP modications to combat. That
is, while there are no specic combat rules to cover any sort of facing, maneuver, special a.acks like
tripping, grappling, disarming, stunning or the like there is a single rule that you can describe what
youre a.empting to do and the GM will give you a Saving Roll to accomplish it and rule on the
results. If you have a Talent that you can invoke, so much the be.er. In one of the example combats
in the rules, the centaur character decides that instead of a.acking with her axe, shell try to kick an
Ogre to knock it out of combat for a round or two. The GM rules this is a Level 2 SR vs Dex, and the
centaur succeeds by so much (rolling a 45 when she needed 25) that the GM decides that not only is
the Ogre stunned and out of commission for 3 rounds, but it takes damage equivalent to the centaurs
Combat Adds. Everything that crunchier systems handle by specic rules to cover each individual
situation, T&T handles by the player specically describing what out-of-the-ordinary feat theyre
a.empting to inuence combat and the GM ruling on it and giving it a Saving Roll to see if it works.
For a Rulings, not rules approach, its pre.y much perfect.
Its easy to see why T&T is a success for solo gaming and play-by-post: with no blow-by-blow
adjudication or maneuver you can easily and relatively quickly resolve combats even if they involve
lots of characters. And because combats can be resolved without much decision-making if youre not
playing real-time or with a live GM, its ideal for the sort of if you beat the monster, go to 12A,
otherwise go to 27B thing found in solo adventures. On the other hand, if you have a live GM and
bandwidth for everybody to describe what they want to do, the skys the limit to what kind of
combat you can RP.
Overall, Id give T&T combat a B. Its simple, and exible, can be explained to someone in a sentence
or two, and theres plenty of scope for clever ideas, though perhaps not a lot of tactics but the sheer
number of dice that need to be rolled and resulting arithmetic is a burden. Play-by-post, with a
handy die-roller, its no big deal, but I dont like to be reliant on something like that for face-to-face
play.
Posted in: Other Systems, Systems | Tagged: Tunnels & Trolls
1. One question. Since the more dice you roll, the closer the odds are that youll end up at the
average, why once you gain a level or two, doesnt the losing side always run away after round 1,
knowing that theyre likely to lose every round of combat? Can pulling tricks make enough of a
dierence to overcome the death-spiral?
KEN ST. ANDRE says: March 3, 2009 at 11:56 pm
2. You would think that any logical person would see when they are losing and run away. Except
that running away isnt always the best choice when youre losing. Sometimes there is no place to
run. Sometimes, turning your back on a foe means dying now instead of several turns down the
road. Sometimes you ght on just to damage the enemy as much as you can, or in hopes a miracle
will happen and save you. Sometimes, in T & T, players do decide to duck out of a losing combat
and they get away with it, after an appropriate saving roll or three. What I have to keep
emphasizing to players is that they should roleplay through situations, not just give up and die
when the numbers turn against them. Roleplay! Get creative! More fun will be had by all if you
do.
TOMMI says: March 4, 2009 at 6:46 am
3. Doug;
It does not really work like that. Rolling 4d6 gives a much larger distribution than merely rolling a
single die. This would not be true if 4d6 was divided by four after rolling, in which case the
average results would indeed be more likely.
3+ dice are close to a normal distribution whose variance increases linearly with the number of
dice rolled. So, the variance of 6d6 is double that of 3d6. Standard deviation is square root of
variance and hence also increases, though not as fast.
JOSHUA says: March 4, 2009 at 9:11 am
4. @Tommi the problem is that the standard deviation doesnt grow nearly as fast as the
distribution. That is, on 1d6 the SD is 1.7which means that you can expect to see the full spread
of 1-6 reasonably frequently. Even on 2d6, 12 comes up 1/36 of the time. On 100d6, even though
the variance is indeed 100 times as much the SD is only 10 times as much, so 99.9% of all rolls are
within 51 of the mean of 350youll never see a roll as lousy as 100 or as great as 600. Youll never
even see a dierence between the die rolls of as much as 100. The vast majority of the time (35/36)
the dierence wont even be as great as 34, if Ive eyeballed that right. A simple x, which I think
was mentioned in earlier editions as a speed-up, would be to treat 100d6 as 2d6 * 50.
@Doug Technically theres no actual death-spiral for PCs (there is for monsters, but I havent
goIen to them yet); losing one round doesnt make you more likely to lose the next, barring magic
or having a character drop out, because the damage you do is independent of the damage you
take. As long as youre still standing you ght at full power.
Its true that if youre outclassed, pure die-roll luck is probably not going to overcome the decit,
particularly because adds are usually larger than the expected value on the dice. E.g. a monster
with 100 dice will typically be rolling 100d6 + 500 at the start of combatif youre not within about
17 of that total you have very liIle hope to pull it out in standard combat. (Spite damage might
rescue you, Im not certain.)
But tricks and magic may well be decisive. If you can knock one guy out of combat for a couple
of rounds (as in the example combat), via an RP save or a spell, that side can be down
substantially. In the example they lost over a quarter of their repower, since the Ogre was
contributing more dice and adds than anyone else. If youre facing a single monster and can get it
to sit out for even one round, you can really put the hurt on it if you have teammates.
ANDREAS DAVOUR says: March 4, 2009 at 10:27 am
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