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New Tunnels & Trolls first look at UK Games Expo.
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<blockquote data-quote="Wofano Wotanto" data-source="post: 9688896" data-attributes="member: 7044704"><p>The third paragraph of the Alpha doc warns you flat out that this is a crippled placeholder of a char gen system that relies on random rolls, while the full version will be based on choices, include more kin, much more equipment, and long lists of spells (and presumably crafts) and monsters.</p><p></p><p>So yeah, that part of the system is terrible (it's like making disposable funnel-fodder for DCC - maybe worse), but you might as well ignore it and just choose what you want at each step.</p><p></p><p>They haven't been removed, although they have been radically altered. What Ken's game called saving rolls were sometimes actual saves, but they were also the formalized mechanic for trying to do pretty much anything outside of fighting or casting spells, and even there they were used for attempting creative tricks. In Alpha, that's what Standard Rolls are. Try to do something, get a TN from the GM, roll to see if you made it. Same result as old saves, different name and math.</p><p></p><p>What you can certainly be concerned about is whether that narrow 1-5 TN range is broad enough, and how (or even if) the system will handle level scaling, which was baked into the old saves. I know it worries me, especially with your very low 2-4 die attribute pools - but this is an Alpha, we have no idea about advancement at all, and the full version will hopefully be much more comprehensive.</p><p></p><p>That may be the most important thing to keep in mind overall. I doubt any of this is set in stone yet.</p><p></p><p>That said, I do agree with your assessment - this is not Ken's T&T, and not interested in trying to be. It's even reasonable to wonder why they went to the trouble of using the name, given that I haven't seen a more radical shift in mechanics between versions of a game since D&D 3/3.5 turned into 4e.</p><p></p><p>But I liked 4e quite a lot, so sometimes radical change can be good fun.</p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9688896, member: 7044704"] The third paragraph of the Alpha doc warns you flat out that this is a crippled placeholder of a char gen system that relies on random rolls, while the full version will be based on choices, include more kin, much more equipment, and long lists of spells (and presumably crafts) and monsters. So yeah, that part of the system is terrible (it's like making disposable funnel-fodder for DCC - maybe worse), but you might as well ignore it and just choose what you want at each step. They haven't been removed, although they have been radically altered. What Ken's game called saving rolls were sometimes actual saves, but they were also the formalized mechanic for trying to do pretty much anything outside of fighting or casting spells, and even there they were used for attempting creative tricks. In Alpha, that's what Standard Rolls are. Try to do something, get a TN from the GM, roll to see if you made it. Same result as old saves, different name and math. What you can certainly be concerned about is whether that narrow 1-5 TN range is broad enough, and how (or even if) the system will handle level scaling, which was baked into the old saves. I know it worries me, especially with your very low 2-4 die attribute pools - but this is an Alpha, we have no idea about advancement at all, and the full version will hopefully be much more comprehensive. That may be the most important thing to keep in mind overall. I doubt any of this is set in stone yet. That said, I do agree with your assessment - this is not Ken's T&T, and not interested in trying to be. It's even reasonable to wonder why they went to the trouble of using the name, given that I haven't seen a more radical shift in mechanics between versions of a game since D&D 3/3.5 turned into 4e. But I liked 4e quite a lot, so sometimes radical change can be good fun. [/QUOTE]
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