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Flying Buffalo's Legacy - Part 2: Tunnels & Trolls
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<blockquote data-quote="barasawa" data-source="post: 7702837" data-attributes="member: 44909"><p>T&T only uses d6.</p><p> </p><p>Ranged and Magic combat work directly, even if your side looses the battle if I remember correctly. </p><p>Melee weapons don't do damage directly, rather they are part of your combat total. You also have attributes to determine your personal combat adds. </p><p>It's all pretty simple, but there's a bit more to it if you want. </p><p></p><p></p><p>In the current rules there is also Spite Damage, which is damage that will be taken by the other side, no matter what they rolled or what their armor is. (The standard is 1 spite for each 6 rolled on a die)</p><p></p><p></p><p>To spice up combat, and get your group some advantage if facing a stronger foe, use combat manuevers. There's plenty of time in 1 round to do things, so you might as well take advantage of it. You tell the GM what you want to do, he sets the difficulty level and attribute of the saving roll, and you roll. You succeed, you get whatever bonus the GM says is appropriate. </p><p>One of our groups had someone with a talent for throwing knives. He'd often use it to pin people by their clothes to nearby objects (trees, walls, etc) and disarm them by hitting their hands so they drop their weapons. </p><p>Combat manuevers are a matter of tactics and your own creativity, of course if you want to do something totally over the top like throwing a mug such that it richocettes off the wall and bounces around disarming the 5 thugs threatening you, then you are going to have a REALLY insanely high saving roll. Of course, an advanced character might have high enough stats to pull that off. </p><p></p><p></p><p>Not to dis other games, but few of them are nearly as flexible, and once you've calculated the probability of a hit, and damage range, it's pretty much standing there and pounding on each other until somebody falls, and usually it's not that hard to predict who that will be, barring some unlikely dice rolls. </p><p>There have been many additions to those games over the years to allow people some options other than acting like foosball characters with swords, but it still doesn't equal the same level of creativity.</p></blockquote><p></p>
[QUOTE="barasawa, post: 7702837, member: 44909"] T&T only uses d6. Ranged and Magic combat work directly, even if your side looses the battle if I remember correctly. Melee weapons don't do damage directly, rather they are part of your combat total. You also have attributes to determine your personal combat adds. It's all pretty simple, but there's a bit more to it if you want. In the current rules there is also Spite Damage, which is damage that will be taken by the other side, no matter what they rolled or what their armor is. (The standard is 1 spite for each 6 rolled on a die) To spice up combat, and get your group some advantage if facing a stronger foe, use combat manuevers. There's plenty of time in 1 round to do things, so you might as well take advantage of it. You tell the GM what you want to do, he sets the difficulty level and attribute of the saving roll, and you roll. You succeed, you get whatever bonus the GM says is appropriate. One of our groups had someone with a talent for throwing knives. He'd often use it to pin people by their clothes to nearby objects (trees, walls, etc) and disarm them by hitting their hands so they drop their weapons. Combat manuevers are a matter of tactics and your own creativity, of course if you want to do something totally over the top like throwing a mug such that it richocettes off the wall and bounces around disarming the 5 thugs threatening you, then you are going to have a REALLY insanely high saving roll. Of course, an advanced character might have high enough stats to pull that off. Not to dis other games, but few of them are nearly as flexible, and once you've calculated the probability of a hit, and damage range, it's pretty much standing there and pounding on each other until somebody falls, and usually it's not that hard to predict who that will be, barring some unlikely dice rolls. There have been many additions to those games over the years to allow people some options other than acting like foosball characters with swords, but it still doesn't equal the same level of creativity. [/QUOTE]
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