Monday, October 11, 2010

Giving Shields Their Due

My post on 'Equipping the Lone Delver' generated a good deal of discussion in Trollhalla, in particular over the relative value of carrying a second weapon versus a shield. In the discussion on Trollhalla there were some interesting ideas thrown around regarding house rules for dual-weapon wielding and shields. In this post I'm sticking to shields; I'll comment on house rules for wielding two weapons in a future post.

In the Tunnels and Trolls rules as written, any character can use two weapons as long as they have ST and DEX scores equal to or greater than the combined requirements of the two weapons. The advantage of using two weapons is that you get the full dice and adds of both weapons. The obvious disadvantage of using two weapons is that you cannot use a shield. In my post on equipment for solo adventurers, I indicated my preference for using two weapons over a shield. My reasoning was that the extra hits generated by a second weapon effectively protect a character as well if not better than a shield; they also increase the likelihood of winning a combat turn. I did not mean to malign shields in any way. They are certainly useful pieces of equipment; especially in real combat. But given the T&T combat mechanics they are simply less useful.

In reality, however, shields are used for more than passively deflecting damage in combat. In trained hands, shields can be used to hit and stun opponents, intercept incoming projectiles, deflect blows aimed at nearby comrades, or even overlapped to form impenetrable walls or formations (the classic Roman testudo). Of course, all of these additional uses do require special training.

As I said there were a number of suggestions for house rules for shields, both those that have been employed and those that were just thought up. Here are just a few of those ideas. Sligo suggested that a player could make a Saving Roll on Speed each combat turn at the level of the attacker; a successful roll would mean the shield took double the number of hits. Khalfrrd mentioned that shields are really parry weapons and as such they should reduce the number of dice the opposing side rolls. The number of dice would be doubled when attacked by missile weapons. In addition, if two or more shields were interlocked, the opposing side would lose an additional die for each pair of shields. Mahrundl had an interesting idea that shields could be used to absorb one or two more points of spite damage. This idea was elaborated on by Khayd'haik who suggested that a shield can absorb a number of points of spite damage per combat turn equal to the hits taken; however, if a shield is used to absorb spite damage it cannot be used to absorb normal damage that combat turn. Also, each point of spite damage absorbed reduces the armor value of the shield by one. The idea that any shield could also be used as a weapon was commented on by Toad-Killer-Dog who mentioned that all shields served as 1-die weapons in his house rules. Knorrrsk, on the other hand, suggested that each shield provided combat adds equal to it's armor value.

Ken St. Andre also chimed in on the subject stating that in T&T shields always provide protection, even when slung across your back; the rationale being that a large piece of metal or wood strapped to ones body will offer some protection from incoming blows just like body armor. I had not considered this possibility before, so I went back and read through the various editions of the T&T rules. In the 1st and 4th editions, it does indeed say that slung shields provide half their hit value in protection. But there is no mention of this rule in either the 5th or 7th edition rules. Of course, the possibility of using two weapons is never explicitly stated in the 5th edition rules either (although it is hinted at in some of the notes in the weapons tables). If the slung shield rule were incorporated, a character could wield two weapons and sling a shield and get the best of both options; provided he has the strength to carry it all.

Incorporating ideas from the members of Trollhalla, including Ken St. Andre, with some of my own, I have come up with this list of house rules for making shields more appealing in T&T. In all examples I am using the 7.5 edition rules for armor values.

SHIELD HOUSE RULES

Hits Taken When Slung: Shields take 1/2 their hits taken value, rounded down when slung. (Ex. A target shield (4 hits) takes 2 hits when slung. A buckler (3 hits) only takes 1 hit when slung.)

Absorbing Spite Damage: Any shield can be used to absorb 1 point of spite damage per combat turn; however the number of hits taken by the shield is permanently reduced by 1 as a result.

Combat Adds: Warriors and paragons (warrior-wizards) receive bonus combat adds equal to the hits taken by the shield.

Protection from Missiles: Warriors and paragons (warrior-wizards) equipped with a shield may make a SR on DEX to deflect incoming missiles. To determine the SR level, subtract the number of hits taken by the shield from the number of dice of the projectile [Ex. A warrior with a buckler (3 hits) is fired upon by an uruk with a crossbow (5 dice). If the warrior can make a L2-SR on DEX, he will deflect the crossbow bolt.]

Protecting Comrades: Warriors and paragons (warrior-wizards) equipped with a shield can elect to allow an ally fighting on their shield side to make full use the doubled hits taken value of the shield. The warrior wielding the shield may not use the shield to absorb normal or spite damage that combat turn.

These house rules make shields much more appealing in my mind, especially for warriors, as it should be; they are the ones trained in the use of such equipment. They are also not overly complicated so they shouldn't slow down game play by requiring multiple additional die rolls or charts to reference. My thanks to the member of Trollhalla for all their excellent comments and input.

Wednesday, October 6, 2010

New Art

I've added this new piece of art featuring a lone delver from the Tunnels and Trolls 5th edition rulebook to the sidebar. I plan on changing this picture about once a month. This piece is by Rob Carver and is one of my favorite from the 5th edition rules, but all of the illustrations from that book form the basis of my personal image of the T&T world. What I love about this illustration is how much is going on despite the fact that it is a seemingly simple picture of someone stopping to read a map.

We have a lone warrior (or perhaps a rogue or even a warrior-wizard) squatting over a map next to an open chest. Also on the floor around him are three rings and three skulls. The delver appears to be in a temple or tomb, given the elaborate mural on the wall in the corridor beyond the archway. The mural depicts warriors attacking demons, undead, and other monsters. The monsters seem to be falling before the warriors, so this may be the tomb of a great hero and the mural depicts one of his (or her) victories. Turning our attention back to the delver, we see that he has some skill at picking locks; a padlock hangs open on the latch of the chest (or maybe he found the key?). The delvers prize consists of the three rings lying in front of him and the map he is studying. But then there are the three skulls. Were these also in the chest or are they the decapitated heads of the guardians of this treasure? Looking at the closely, the eyes of the skulls almost seem to be staring at the map as well. What is most striking, and steals the show in my opinion, is the trail leading from the chest to the bearded skull on the right. These are not the harmless heads of defeated foes, they are alive and mobile. But are they helping the delver or attempting to harm him? Are they the remains of three wise sages with knowledge to share or terrible beasts that slay the unsuspecting delver (but how)? I think this might be worth some more thought. I'm planning on 'fleshing out' these skulls and submitting them to Troll Hammer's Creature Feature. We'll see if they are friend or foe.

Sunday, October 3, 2010

New T&T Blog and Solo Links

A new Tunnels and Trolls blog, Troll Hammer has been started. This blog will include a regular Creature Feature consisting of detailed write-ups of original monsters for T&T 7.5 edition. These monsters will be submitted by the members of Trollhalla. The first entry to the Creature Feature is by someone named Ken St. Andre.

I have also added three links in the two free solos sections. These links are courtesy of Mahrundl over at the Trollbridge.

The first is an online solo called The Murren Moors designed for three characters. The adventure takes place in a swamp and includes a nearby castle that the player can return to in order to rest, recuperate, buy new weapons, or hear rumors. It's a nice touch. This is an old solo, apparently, having been written in 1998. Mahrundl stated that this solo was once on the defunct Castle of Otranto Tunnels and Trolls site.

There are also two new Free Print solos available. The first is a solo by Tim Lowell entitled The Warren which originally appeared in The Hobbit Hole #14. In this solo the player must save a colony of moles from a merciless band of ogres. The second solo is Down in the Sewers where you undertake a mission in the sewers for the Rat Catcher's Guild. Doing what I wonder? This nice site also has a number of interesting supplementary material for Tunnels and Trolls including a potion list, a talents list, and a very useful chart summarizing all of the rules for each character type in the 7.5 rules.

I have not played any of these solos so I can't make any recommendations. I've only given them a quick once over to see what they were about or if there were any interesting mechanics. But more T&T solos are always a good thing.

Friday, October 1, 2010

Public Domain Friday Returns


I thought I should post something just to get things started again. What better way that to post another piece of public domain art? A ruined gate in the wilderness. Where did it once lead? What else is left of the ancient structure? Perhaps a stairwell leading down to a dark and foreboding dungeon? Another building beyond the archway may still be intact and ripe for exploration. Or does the archway itself lead somewhere? Perhaps back in time to when the building was not in ruins? This is a great scene with which to start an adventure. There are so many possibilities.

Sunday, September 19, 2010

Catching Up

After the last of my summer travel I am still trying to get caught up on things at home and work leaving little time for gaming. Getting back to posting on this blog has been slow, but I do have three half written posts that I started before I left. One deals with the consequences of actions in solo adventures and how to incorporate them into solo design. Another discusses various house rules for shields which I started after a lively discussion on the topic in Trollhalla in response to my post on equipping the solo delver. A third post reflects on my experiences with play-by-post Tunnels and Trolls games; I've played in three so far all of which are now inactive and am currently running one at the Trollbridge. I hope to make some time to finish these up in the near future. My current goal is to get at least one blog post in per week. That and to get back to working on the spaghetti western themed solo adventure I currently have in progress.

Sunday, August 15, 2010

Equipping the Lone Delver

The solo adventurer faces difficult challenges. Among these is the need to carry enough equipment to be able to deal with any situation that arises, but not so much that he/she is unable to walk more that a few feet without stopping to rest. Since a previous post considered the use of equipment in solo adventures from a designers perspective, I thought I would provide a list of my personal thoughts on equipping a lone delver from a player's point of view.

Armor: Obviously a critical piece of equipment. But how much do you really need? A warrior in a full suit of cuirboille (7.5 ed.) or leather (5th ed.) armor can take 14 hits before losing any CON. Is there any need to encumber yourself with a full suit of mail so that you can absorb 22-24 hits? Let's face it, if you lose a combat turn by that much, you're not going to win and you're better off running away. If you're not a warrior then don't worry, you're likely dead anyway (kidding). To go with your nice set of armor you should also have a good set of boots.

Melee Weapons: I always use two weapons and leave the shield at home. Shields are great if you have a few friends to help out, but alone they're a nuisance. The hits taken to weight ratio is ridiculous. Sure, if you're a warrior with a target shield you can take 8 more hits, but wouldn't you rather generate a couple more dice and some adds for you combat total? In a way this extra weapon serves a defensive purpose as much as an offensive one. The higher your combat total, the fewer hits you'll end up taking if you happen to lose. But isn't it better if you don't lose? The bank makes the perfect off-hand weapon; it only requires a ST and DEX of 1 so it is easily paired with a variety of other weapons and get 2D+3. You can then generate between 5 and 15 extra hits each combat turn.

Missile Weapons: If you're planning a cross-country adventure and have the dexterity, a self bow is a good choice. If you're planning on crawling through some caverns or exploring a lost temple, you probably won't get the chance to use one. Better to tuck a couple of dirks in your boot just in case you get a chance to throw something and save your money.

Lanterns and torches: This one is a no-brainer. Every lone delver should be carrying a light source. I show no mercy to adventurers that stumble around dark places in my solos before lighting a torch. Who knows what is lurking in the shadows? Torches are cheap. Carry one, or better yet two.

Rope and grappling hook, hammer and pitons: Eventually you are going to have to climb up or down something. It could be a ruined wall of a forgotten keep, a pit you just fell into, or a cliff below a wizard's tower. Rope is also good for other purposes like tying up prisoners, making tripwires, lassoing hoofed mammals, or dragging heavy loads. I usually just take one of these pairs of items to keep weight down. Considering the versatility of rope it's a solid choice and ff you have the money, you can't beat silk.

Packs and sacks: How else are you going to carry all of this stuff and all of the coins, jewels, and other knick-knacks you manage to steal?

Provisions: Armies and delvers march on their stomach. Fighting and spell-casting are strenuous activities. So is lugging around 30-50 pounds of armor, weapons, and gear. Eventually you're going to have to stop and drink some water or eat some food. It's better to be safe and pack some just in case the adventure calls for you to eat or lose CON. One days worth of provisions and a waterskin will usually suffice unless you're about to undertake an epic journey.

First- and Second-Aid Kits: Both of these are nice additions from the 7.5 ed rules. The second-aid kit has enough bandages, healing salves, and pain killers (or so I assume) to restore 5 CON points five times. This can make all the difference in a solo adventure. First-aid kits are not described, but given the fact that they're one-tenth the cost of a second-aid kit I have used them to restore 1 CON point five times. In either case, these kits are a life-saver in solos, especially if you're using spite damage. Not every tomb and dungeon has a convenient fountain that magically heals those who come to pillage and plunder.

Other gear: There's always other equipment you may need at some point. The 5th edition delver's pack is a good assortment of random bits (string, chalk, wax, mirror, matches) that could eventually come in handy. A couple of cloves of garlic, some wooden stakes, and maybe a silver arrow or two may be useful if you're out hunting vampires or werewolves. Of course the 7.5 edition rules come with a vast array of new equipment to choose from. If you're the MacGuyver sort you may want to pack some tools like saws, mallets, awls, crowbars and the like. In a solo adventure, however, it's unlikely that you'll find a use for them. I always stick to the basics. Although a crowbar can come in handy and it makes a good back-up weapon if you run into trouble.

These are the principles I use to equip my solo characters. I'm sure everyone has their own ideas and I'd like to hear them.

Wednesday, August 11, 2010

TROLLSZINE 3!


The third issue of TrollsZine has arrived at the Trollbridge Lulu Storefront and RPGNow for the unbeatable price of $0. This issue is bigger than ever with 82 pages of adventures, rules elaborations, short fiction, adventure locations, new monsters, spells, and magic items. There's even a review of The Tomb of Baron Gharoth. The editors, Dan Prentice and Kevin Bracey, have done a phenomenal job in making the project a continuing and improving reality.

The contributing writers include Ken St. Andre, Justin Williams, Randy Whitley, Patrice Geille, Tori Bergquist, Andrew Greene, Andy James, Jeff Freels, Mike Tremaine, W. Scott Grant, Dan Hembree, Dan Prentice, Lee Reynoldson, Simon Rafe, and Tom Grimshaw. The contributing artists include Jeff Freels, Kevin Bracy (also responsible for the excellent cover), David Ullery, Mike Hill, Grant Ennis, Alex Cook, and A. Kelly. As you can tell from these long lists, there is no shortage of talented writers and artists in the T&T community and it appears that the TrollsZine will never be left wanting for quality material.

There just so happens to be a solo adventure by yours truly, The Temple of Issoth, as well as one by Ken St. Andre, Four Jars of Mead. I must admit that I never thought one of my solos would end up in a publication with the man himself. The Temple of Issoth is a short solo. I managed to keep it to a trim 76 paragraphs. Writing short solos is a challenge; I tried to strike a balance with the fewest number of paragraphs with the maximum amount of choices and action. I'm definitely interested in getting some feedback from those of you who give it a try.

I've only had a chance to browse through this issue so far. I'll need to make some time to sit down and read it in detail. I'll definitely give Four Jars of Mead a try. There are also two GM adventures that Bludgeons and Flagons (designed for trolls) by Justin Williams and The Tomb of Agathor by Tori Bergquist that look quite good. I also spotted a few new magic items, spells, and monsters to entertain the delvers currently exploring The Lost City. How can you go wrong with a carnivorous, fire-breathing, death camel? Thanks Justin.

You can download TrollsZine 3 for free from Lulu or RPGNow.

Enjoy!