Carrying on from my last Tunnels & Trolls post, where I set out to slay the power creep; an evil creature from the Mountains of Dice, and with attributes running into the thousands; I have created a couple of more house rules that can significantly help alter the tempo of game play..
I have also come to notice that what initially started out as a series of quick fixes is fast becoming / may well become its own rulebook!
AP scaling and the "Goldilocks Zone"
One of the biggest problems with the 7.x rules as they are written is the amount of AP it takes to raise any one attribute, a mere 10 times the current value of the attribute. This seems way too generous to me and, takes a lot of challenge out of the delving experience. Especially when you compare this to older editions, for example 5.5.
Example: A truly average character, Generic Erik has a score of 10 in each and every attribute. The 1000 AP that it would ordinarily take to raise one attribute under 5.x by at best two could equally raise five separate attributes by one point a piece using 7.x.
Example: A truly average character, Generic Erik has a score of 10 in each and every attribute. The 1000 AP that it would ordinarily take to raise one attribute under 5.x by at best two could equally raise five separate attributes by one point a piece using 7.x.
The other end of the scale that I have seen amongst the rulebooks (7.0 I believe), costs increasing any attribute at 100 times its current value in AP. This seems way too harsh to me. It bogs down character development, and can detract from fun and spontaneous play. Players need a measure of their progress and, their characters are it.
My solution would be to set the AP cost of increasing any given attribute by one at 50 times the current attribute value. You can of course set the value to whatever you wish but, I find that 50 works best for me. It keeps play moving, but doesn't remove the element of challenge from the game.
Whatever value decide to elect though should be carefully considered, as it will have a HUGE impact on your game.
Modified Modifiers
Not a big problem but, a common criticism of Tunnels & Trolls is how the modifiers massively effect play and, player choice. Let's face it, you'd have to be mad to play as a Human off the bat, especially in solo land where survival is the name of the game.
It's not that Humans are a bad choice (an extra Talent is nothing to be sneezed at) but, when the modifiers given to a Dwarf make them excellent Warriors, and Warriors are the only character Type that can play through most solo's, it's clear to see why most players pick them.
This also creates a problem with the way that level is measured in 7.x. Whilst it makes more sense to me to have level measured against your actual ability (your attributes), the scale used to measure your level is set to a "Human Average". So starting play as a Dwarf in 7.x can often mean that you roll up a second level character, which just doesn't "feel" right.
My solution, convert the multipliers in the rulebook into more manageable modifiers, akin to those in the "other game". Here's what I have for the Common Kindreds so far:
New
Common Kindred Modifiers
Dwarf
CON: +3, LK: -1, STR:
+3
Elf
CON:
-1, CHR: +3, INT: +2, LK: +2, WIZ: +3
Fairy
CON: -3, CHR: +3, DEX: +3, LK: +3, STR:
-3, WIZ: +3
Hobbit
CON: +3, DEX: +2, LK: +2, STR:
-2
Leprechaun
DEX: +2, INT: +2, LK: +2, STR:
-2
I'm still working on few further house rules to accompany the new system but my current thoughts are that no attribute should ever drop below three at creation. If it does, it's value becomes three. The alternative to this is to say that if the modifier would drop an attribute to below three, that character cannot become that Kindred. Favoring freedom though, I much prefer the former.
I'm also considering a number of other options related to Kindred, including inherent powers, where for example a Minotaur may be better at charging his foe, whilst Skeletons take less damage from slashing weapons (but more from smashing ones). There's also the matter of drawing a line between "natural" and "created" Kindreds, along with any number of other loose ends..
Yup, there's a lot more in the power creep yet but, that's all for now folks.