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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: 9689762" data-attributes="member: 7044704"><p>Again, this is an Alpha and we have no idea what advancement looks like. It better include Attribute improvement, but how fast it is we can't even guess yet. Sheer Luck is a Stat (something you spend for effects and goes up and down during play) in Alpha, but the format notation for a Standard Roll (the functional equivalent of a saving roll in Classic T&T - they even kept the same SR abbreviation) would be "Attribute (TN)" where a specific Attribute will replace Luck and the TN (probably 2, but conversion is just guesswork) replaces the level-based L2SR notation. What you'd use in place of Luck would probably depend on what the threat/task is, and I could see a player arguing for the use of of adifferent one than initially called for. For ex, a simple covered pit trap might be Dex (2) SR assuming you're going to avoid falling in by leaping clear, but a player might ask (beg) to use Will (your awareness and attunement to the environment Attribute) instead as they spot the trap just in time to avoid it, or possibly Intelligence as they discern subtle differences between the solid stone around the pit and its camouflage. </p><p></p><p>Taking a more closely matching example, forcing a stuck door open might be a L1SR vs. Strength in Classic or a Str (1) SR in Alpha. They're both pretty easy even for beginners with middling strength, a cakewalk for anyone really strong, but they might slow a group down enough through failure to lead to an ambush or getting caught (or evaded0 in a pursuit.</p><p></p><p>Whether Rebellion will get level scaling right or not I can't even guess, but the currently narrow TN and Attribute ranges aren't a great start.</p><p></p><p>OTOH, you couldn't throw a L15SR vs. Anything at 1st level characters in Classic with hope of success either, which would be a rough equivalent to TN5 in Alpha.</p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9689762, member: 7044704"] Again, this is an Alpha and we have no idea what advancement looks like. It better include Attribute improvement, but how fast it is we can't even guess yet. Sheer Luck is a Stat (something you spend for effects and goes up and down during play) in Alpha, but the format notation for a Standard Roll (the functional equivalent of a saving roll in Classic T&T - they even kept the same SR abbreviation) would be "Attribute (TN)" where a specific Attribute will replace Luck and the TN (probably 2, but conversion is just guesswork) replaces the level-based L2SR notation. What you'd use in place of Luck would probably depend on what the threat/task is, and I could see a player arguing for the use of of adifferent one than initially called for. For ex, a simple covered pit trap might be Dex (2) SR assuming you're going to avoid falling in by leaping clear, but a player might ask (beg) to use Will (your awareness and attunement to the environment Attribute) instead as they spot the trap just in time to avoid it, or possibly Intelligence as they discern subtle differences between the solid stone around the pit and its camouflage. Taking a more closely matching example, forcing a stuck door open might be a L1SR vs. Strength in Classic or a Str (1) SR in Alpha. They're both pretty easy even for beginners with middling strength, a cakewalk for anyone really strong, but they might slow a group down enough through failure to lead to an ambush or getting caught (or evaded0 in a pursuit. Whether Rebellion will get level scaling right or not I can't even guess, but the currently narrow TN and Attribute ranges aren't a great start. OTOH, you couldn't throw a L15SR vs. Anything at 1st level characters in Classic with hope of success either, which would be a rough equivalent to TN5 in Alpha. [/QUOTE]
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