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Tell me about "Any RPG" from before 1990!
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<blockquote data-quote="meomwt" data-source="post: 4772665" data-attributes="member: 47885"><p><strong>Tunnels & Trolls</strong></p><p></p><p>This was were I started with role-playing. </p><p></p><p>The idea was simple. All you needed was some paper, a pencil and a bucket of d6. The Rulebook is there as a guide, but you don't often have to refer to it in play. Indeed, it's there to fire imagination rather than to slavishly follow. </p><p></p><p>The rules are simple. Generate a character with 6 Ability Scores: Strength, IQ, Luck, Constitution, Dexterity and Charisma. Strength, Luck and Dexterity will help in combat, and Constitution equals hit points. </p><p></p><p>There are four character types: Warriors (who hit things, hard); Wizards (who can cast spells); Rogues (who can cast a limited selection of spells and can also fight in melee); and Warrior-Wizards, who are exceptional individuals who can fight and cast, but with some restrictions. </p><p></p><p>There aren't skills, but in 5th Ed, the Saving Throw system came to your aid. Decide which ability was important (if you couldn't, then use Luck - that was what it was there for), and how difficult the task was. For a L1 Saving Throw, the DC was 20: roll 2d6, add the ability score and hit 20. Easy. If you got doubles, roll again and add (and keep doing so until the doubles stopped), which meant that the higher, harder to hit numbers could be achieved through luck (L3 SR had 30 as the DC, and each level increased by 5). </p><p></p><p>Combat was throwing lots of d6, adding them all up. Higher total won, subtract lower total, that's how much damage the losers take - share around evenly if more than one opponent. Rinse and repeat. </p><p></p><p>And that's pretty much it. The system's USP was a series of solitaire adventure books. Decide on a course of action and go to the appropriate paragraph, do what it says there, next choice, etc. Great for solo gamers (as I was a teenager <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" />).</p></blockquote><p></p>
[QUOTE="meomwt, post: 4772665, member: 47885"] [B]Tunnels & Trolls[/B] This was were I started with role-playing. The idea was simple. All you needed was some paper, a pencil and a bucket of d6. The Rulebook is there as a guide, but you don't often have to refer to it in play. Indeed, it's there to fire imagination rather than to slavishly follow. The rules are simple. Generate a character with 6 Ability Scores: Strength, IQ, Luck, Constitution, Dexterity and Charisma. Strength, Luck and Dexterity will help in combat, and Constitution equals hit points. There are four character types: Warriors (who hit things, hard); Wizards (who can cast spells); Rogues (who can cast a limited selection of spells and can also fight in melee); and Warrior-Wizards, who are exceptional individuals who can fight and cast, but with some restrictions. There aren't skills, but in 5th Ed, the Saving Throw system came to your aid. Decide which ability was important (if you couldn't, then use Luck - that was what it was there for), and how difficult the task was. For a L1 Saving Throw, the DC was 20: roll 2d6, add the ability score and hit 20. Easy. If you got doubles, roll again and add (and keep doing so until the doubles stopped), which meant that the higher, harder to hit numbers could be achieved through luck (L3 SR had 30 as the DC, and each level increased by 5). Combat was throwing lots of d6, adding them all up. Higher total won, subtract lower total, that's how much damage the losers take - share around evenly if more than one opponent. Rinse and repeat. And that's pretty much it. The system's USP was a series of solitaire adventure books. Decide on a course of action and go to the appropriate paragraph, do what it says there, next choice, etc. Great for solo gamers (as I was a teenager :heh:). [/QUOTE]
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