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 Post subject: Tunnels & Trolls Kickstarter
PostPosted: Sat Jan 12, 2013 5:07 pm 
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Mighty-Thewed Reaver
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Joined: Mon Jul 11, 2011 12:58 pm
Posts: 313
For those interested:

http://www.kickstarter.com/projects/994 ... and-trolls

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 Post subject: Re: Tunnels & Trolls Kickstarter
PostPosted: Fri Jan 18, 2013 11:24 am 
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Mighty-Thewed Reaver
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Anybody have actual experience playing this? I glanced through it. Spells have silly names. ( id rename them) Dwarves are x2 str/con of Humans. Combat & damage is done in groups. Different from what im accustom to.

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and is taken for naught -
then the Pact is to Avenge.


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 Post subject: Re: Tunnels & Trolls Kickstarter
PostPosted: Fri Jan 18, 2013 3:08 pm 
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Joined: Fri Mar 10, 2006 3:46 pm
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Location: Left Coast, USA
It's easily been three decades since I played T&T and I can't begin to comment on the system from long ago -- except that I think it uses all d6's.

As a kid I loved playing through the solo dungeons they put out... :mrgreen:

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Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will!

Here Be DCC Monsters...

General Yoros, Warrior, Str 13, Agl 8 (10), Stm 17, Per 13, Int 11, Lck 8; Law, HP 39, AC 17, R+2, F+4, W+2, band/shld, warhammer, longsword, longbow, pitchfork

Han Dee, (Weaver) Neutral Thief, Str 10, Agi 13, Stm 11, Per 11, Int 15, Lck 14, AC 13 (Leather), HP 25, Luck Die d6, Backstab 3, Sneak Silently 10, Hide In Shadows 9, Pick Pocket 10, Climb Sheer 10, Pick Lock 9, Find Trap 9, Disable Trap 9, Forge Doc 10, Disguise 3, Read Lang 5, Handle Poison 3, Cast Scroll d14+2, birth augur (Born under the loom) +1 to all skill checks (including thief skills), Banepicks (auto pick lock/disable trap, but lose 1d3 random ability loss, if a 3 then 1 pt is perm)


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 Post subject: Re: Tunnels & Trolls Kickstarter
PostPosted: Fri Jan 18, 2013 8:11 pm 
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Joined: Thu Apr 09, 2009 7:14 pm
Posts: 156
T&T is a GREAT game if your GM is the kind of guy/gal who can think on her feet,loves to mix in a good amount of humor and hates crunch.

My last game that I ran took me less than 5 min to think up and stat out and we played for 6 hours on it.

T&T COULD be played other ways as any rpg can but it specializes in wild crazy fun with a flying by the seat of your paints attitude.

That adventure was all about Bob The Terrible, a Hobbit Necromancer who was hell bent on taking over the entire beer trade in Khazan's Inn's and Taverns. His nine foot Stone Troll bodyguard(Cwubber) and familiar Imp(Toolong) bedeviled the party to no end until the climatic finish involving a fight at a Brewery run by Leprechauns.

Now could you play it the exact same as D&D or DCC? Sure. It just IMHO doesn't play to the systems strengths.

The SR(Save Roll) IS the system. Want to leap over the first two ranks of orcs and onto the head of the orc chief? Not a prob,make a level 2 Dex SR. Make it and you are gold! You and the chief alone get one round to duke it out before anyone else could help him....fail it and you land in the midst of the horde and lose your footing so don't get all of your adds the first round as they gank you.

SR's are GREAT!

Hope that helped at least a little.


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 Post subject: Re: Tunnels & Trolls Kickstarter
PostPosted: Fri Jan 18, 2013 8:44 pm 
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Mighty-Thewed Reaver
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Joined: Mon Jul 11, 2011 12:58 pm
Posts: 313
Hmmmmm....sounds like Mighty Deeds. Im keeping an eye on the kickstarter to see how it goes. Not sure if I want to go hardcover or softcover.

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But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.


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 Post subject: Re: Tunnels & Trolls Kickstarter
PostPosted: Fri Jan 18, 2013 8:49 pm 
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Hard-Bitten Adventurer

Joined: Thu Apr 09, 2009 7:14 pm
Posts: 156
In T&T the default combat is group not individual like in DCC. You CAN just run combats like in DCC one player verse one monster going around the table but it works better if you just have the party roll,add together all there totals and then roll for the monsters and do the same.

This has been known to make experienced D&D players wince and cry.

It's really not all that different than D&D but it does take a while to get used to it.


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 Post subject: Re: Tunnels & Trolls Kickstarter
PostPosted: Fri Jan 18, 2013 10:23 pm 
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Mighty-Thewed Reaver
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Joined: Mon Jul 11, 2011 12:58 pm
Posts: 313
Well, individual combat gives the player a sense of accomplishment. His hero killed that Orc or whatever.

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To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.


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 Post subject: Re: Tunnels & Trolls Kickstarter
PostPosted: Sat Jan 19, 2013 5:44 am 
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Joined: Fri Jun 26, 2009 5:42 am
Posts: 2265
Location: Chicago suburbs
T&T is certainly a light-hearted, light-rules RPG system. I'm a big fan of the 5E rules, which were essentially unchanged for about 20 years.

I'm not sure how the new kickstarter rules will differ from 5E; I know that 7E had some differences that I didn't like so much, but I'm not really current anymore since I just default to 5E nowadays.

If you have a lot of T&T enthusiasm, you might take a peek at the TrollBridge, a forum devoted to the game.

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DCC Minister of Propaganda; Deputized 6/8/11
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DCC RPG playtester 2011, C&C playtester 2003,T&T since 2003,
ADRP Since 1993, OD&D player since 1975

"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
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