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<blockquote data-quote="aramis erak" data-source="post: 7718345" data-attributes="member: 6779310"><p>Perhaps; it's much less a wargame than is D&D.</p><p></p><p>For some groups, a melee is just one big fight for all in scene characters and monsters.</p><p>For others, a single fight scene is a collection of multiple melees. The latter tend to use tokens or minis to mark who is where.</p><p></p><p>In practice, it's not that simple.</p><p></p><p>Step 1: declarations</p><p>step 2: any needed saves, including missile to-hits and spell casting saves (for over-level spells)</p><p>Step 3: melee rolls and missile damage rolls.</p><p>Step 4: totals</p><p>Step 5: allocate damage</p><p>Step 6: reduce damage by armor</p><p>Step 7: apply damage</p><p></p><p>Steps 1 & 2 make it very much unlike D&D in practice.</p><p>Why? Because in the rules since 4th ed, perhaps before (I've not seen prior to 4th), the example allow pulling various stunts which potentially increase damage rolls, or change how damage will be allocated, or include/exclude various PC's/NPCs from the combat. </p><p>Failed SRs not only fail to accomplish whatever, but also do damage to the guy attempting it.</p><p></p><p>D&D doesn't strongly encourage wild creativity; T&T does. D&D, if anything, encourages wargame mode.</p><p></p><p>Other elements of T&T are in fact explicitly reactions to LBB/LWB D&D: </p><ul> <li data-xf-list-type="ul">Luck instead of Wisdom</li> <li data-xf-list-type="ul">Spell level is the level of the character required to cast without rolling a save.</li> <li data-xf-list-type="ul">No difference between wizards/clerics.</li> <li data-xf-list-type="ul">No alignments.</li> <li data-xf-list-type="ul">Attribute multipliers rather than additive modifiers for species</li> <li data-xf-list-type="ul">Alternate terms: Type instead of Class, Kindred instead of Race</li> <li data-xf-list-type="ul">Type is about magic use almost exclusively: Warrior = no magic, Rogue = untrained/semi-trained caster, Wizard = trained caster. (D&D class in LWB/LBB D&D is source of magic: None, Gods, Training)</li> <li data-xf-list-type="ul">Experience increases level, level increases attributes directly and casting capability. (D&D level increases HP and To Hit, as well as casting for Wiz/Cler; the D&D rogue wasn't out yet. It also increases saves.)</li> <li data-xf-list-type="ul">Saves always on luck* (LBB/LWB D&D saves based upon class and level, with small attribute mods) In 5th and later, saves on other attributes explicitly allowed for adjudication of skilled efforts.</li> </ul></blockquote><p></p>
[QUOTE="aramis erak, post: 7718345, member: 6779310"] Perhaps; it's much less a wargame than is D&D. For some groups, a melee is just one big fight for all in scene characters and monsters. For others, a single fight scene is a collection of multiple melees. The latter tend to use tokens or minis to mark who is where. In practice, it's not that simple. Step 1: declarations step 2: any needed saves, including missile to-hits and spell casting saves (for over-level spells) Step 3: melee rolls and missile damage rolls. Step 4: totals Step 5: allocate damage Step 6: reduce damage by armor Step 7: apply damage Steps 1 & 2 make it very much unlike D&D in practice. Why? Because in the rules since 4th ed, perhaps before (I've not seen prior to 4th), the example allow pulling various stunts which potentially increase damage rolls, or change how damage will be allocated, or include/exclude various PC's/NPCs from the combat. Failed SRs not only fail to accomplish whatever, but also do damage to the guy attempting it. D&D doesn't strongly encourage wild creativity; T&T does. D&D, if anything, encourages wargame mode. Other elements of T&T are in fact explicitly reactions to LBB/LWB D&D: [list][*]Luck instead of Wisdom [*]Spell level is the level of the character required to cast without rolling a save. [*]No difference between wizards/clerics. [*]No alignments. [*]Attribute multipliers rather than additive modifiers for species [*]Alternate terms: Type instead of Class, Kindred instead of Race [*]Type is about magic use almost exclusively: Warrior = no magic, Rogue = untrained/semi-trained caster, Wizard = trained caster. (D&D class in LWB/LBB D&D is source of magic: None, Gods, Training) [*]Experience increases level, level increases attributes directly and casting capability. (D&D level increases HP and To Hit, as well as casting for Wiz/Cler; the D&D rogue wasn't out yet. It also increases saves.) [*]Saves always on luck* (LBB/LWB D&D saves based upon class and level, with small attribute mods) In 5th and later, saves on other attributes explicitly allowed for adjudication of skilled efforts. [/list] [/QUOTE]
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