Hi, I'm new here the nice folks at theRPG site advised me to come here to promote my new game, TOCC. TOCC is a free d20 game, which is very similar to Dungeons and Dragons, and that's because it's based on version 3.5's open gaming content. Now what I like about TOCC compared to D&D is the flexibility. Unlike Dungeons and Dragons which has unchanging and static abilities that don't vary between characters even minor details like speed change between TOCC characters. TOCC gives you much more flexibility than any version of Dungeons and Dragons I have yet to play.
Now this comes at a cost. Making a TOCC character involves more math than making a character is most other games. Thankfully, this is mostly done for you in tables, but formulas are provided for more mathematically inclined players and GMs. All of this helps TOCC shine while making it really flexible.
Since TOCC has its roots in Dungeons and Dragons, a classic hack and slash game, I can't talk about its increased flexibility without mentioning combat. Combat in TOCC may use turns, but these are completely fluid. Characters can act out of turn in response to events that take place around them. This isn't a function of special abilities that a character can only use once a day like in Dungeons and Dragons Fourth Edition, it's just part of how combat works. If you're attacked you can choose to try to parry it. If a giant tries to step on you, you can jump out of the way. This isn't just flavor text for armor class. These are actual actions that take place in combat, that have real consequences. In TOCC it's possible to form a wall using a power to block a sword slash only to find out that the force of the blade was sufficient to slice through your wall and damage you, and all that requires is three rolls: the attack roll, the damage roll and your saving throw. These options don't bog down combat, they speed it up by making sure every player is always involved.
TOCC only has four classes, but each class has so many potential options that you can have a party of five fighters without seeing any major overlap. This is because TOCC lets players customize their characters almost as much as point based systems do. Not as much mind you, I won't make that claim, but it puts it still measures up nicely against the best of the class based games out there. In the all fighter party I mentioned you could easily have, an armored knight with a massive sword, a stealthy rogue who fights using twin daggers, an archer, a swashbuckler and drunken brawler who would use a bar stool as soon as a sword. Add three more classes to this mix, and you can see that TOCC isn't shy about character options.
Now, TOCC isn't for everyone. Since I'm giving this game away for free I made sure not to pay anything when I made it. That means the rules don't have any artwork and are loaded with crunch instead of fluff. Because of TOCC's many options the rules are roughly as long as the Dungeons and Dragon's Player's Handbook. Now if you still want to take a look at TOCC be my guest. The TOCC website includes a list of monsters and a single one shot adventure with more monsters and adventures coming soon. If you like what you see you're welcome to come and chat on the TOCC forum. Thank you for your time and happy gaming.
Now this comes at a cost. Making a TOCC character involves more math than making a character is most other games. Thankfully, this is mostly done for you in tables, but formulas are provided for more mathematically inclined players and GMs. All of this helps TOCC shine while making it really flexible.
Since TOCC has its roots in Dungeons and Dragons, a classic hack and slash game, I can't talk about its increased flexibility without mentioning combat. Combat in TOCC may use turns, but these are completely fluid. Characters can act out of turn in response to events that take place around them. This isn't a function of special abilities that a character can only use once a day like in Dungeons and Dragons Fourth Edition, it's just part of how combat works. If you're attacked you can choose to try to parry it. If a giant tries to step on you, you can jump out of the way. This isn't just flavor text for armor class. These are actual actions that take place in combat, that have real consequences. In TOCC it's possible to form a wall using a power to block a sword slash only to find out that the force of the blade was sufficient to slice through your wall and damage you, and all that requires is three rolls: the attack roll, the damage roll and your saving throw. These options don't bog down combat, they speed it up by making sure every player is always involved.
TOCC only has four classes, but each class has so many potential options that you can have a party of five fighters without seeing any major overlap. This is because TOCC lets players customize their characters almost as much as point based systems do. Not as much mind you, I won't make that claim, but it puts it still measures up nicely against the best of the class based games out there. In the all fighter party I mentioned you could easily have, an armored knight with a massive sword, a stealthy rogue who fights using twin daggers, an archer, a swashbuckler and drunken brawler who would use a bar stool as soon as a sword. Add three more classes to this mix, and you can see that TOCC isn't shy about character options.
Now, TOCC isn't for everyone. Since I'm giving this game away for free I made sure not to pay anything when I made it. That means the rules don't have any artwork and are loaded with crunch instead of fluff. Because of TOCC's many options the rules are roughly as long as the Dungeons and Dragon's Player's Handbook. Now if you still want to take a look at TOCC be my guest. The TOCC website includes a list of monsters and a single one shot adventure with more monsters and adventures coming soon. If you like what you see you're welcome to come and chat on the TOCC forum. Thank you for your time and happy gaming.