I have been thinking about how to make Trollhalla.com a better site for everyone who likes Tunnels and Trolls. With advice from the Elite of Trollhalla, I have decided to create an Outer Sanctum to correspond to the Inner Sanctum. In this outer sanctum we will post all the Tunnels and Trolls news that we can get, including blogs from guest bloggers, art from our artists, news of new developments in Tunnels and Trolls gaming. If a new T & T product comes out, we will talk about it here. If new art is created for Tunnels and Trolls, it will appear here. And if you should decide that you want to be a member of Trollhalla, you will be able to sign up here. Continue reading «Trollhalla for Everyone!»
Our world has roads that link pretty much every place to every other place, but the ancient world did not have such things. People didn’t travel much. Merchants had caravans or followed overland trails made by those who had gone before, or they put everything on a boat and sailed to their destination, but mostly when people travelled they just took off overland. The Romans changed everything. They went out and made roads, at least within the empire they made roads, and because they had roads, they could move their armies faster than most of their foes. They could also move goods and people around better. They even made roads in gods-forsaken corners of the empire like Britain. We are concerned with Trollworld. Are there many roads on Trollworld? I kind of think there are, even if the official Trollworld map doesn’t show them. There has been a Great Khazan Road connecting Khazan to Khosht since the earliest days of T & T. There’s a road leading out of Gull into the wilderness, even if we don’t know of any other cities on Phoron. There are roads following the shorelines of the Dragon’s Throat, and a road running downriver from Khosht to Knor. Yorrdamma Vrash has done a lot of world creation in Trollworld. He believes in roads. Here’s a map he sent me, and it seems like the road, and what you can reach on it is the main feature. For tvp, send me an email (email@example.com) telling me what you think of the roads question. For lots of points, send me a map of your corner of Trollword (or whatever world you play in) and if there are roads between important places, be sure to show them. Note that roads are not the same as streets. Most cities and towns have streets. At first they were just the space between buildings, but as things got more organized, roads were actually planned, and sometimes even paved. Kings and nobles really hate mucking around in mud and dust. Streets allow one to get around on the ground inside urbs of different sorts. Roads connect urbs and other places with lots of non-urban space in between. Khaghbbooomm has commented on the roads in his part of the world. He says:
Cartographers, show me your stuff! –end
This information has just been posted on the DT&T update site, but I also wanted to share it here on Trollhalla for all those, like me, who don’t go to update websites very often. This is a major change in how T & T characters start their adventuring careers, so look closely.
This month, we are going to delve into some of the changes and adjustments that have been made to dT&T in regards to talents and character classes. This is new information that is not in the Beta test edition and was based on feedback and suggestions by playtesters and the Fellowship.
TO OUR PLAYTESTERS: A tweak is being made to how character types start, and by extension, to certain talents. These talents are in addition to all the talents and talent-based rules already established. These special qualities are for the benefit of their particular character classes, and the roles the character types fulfill in the world at large.
The biggest change is that warriors no longer get the weapon and armor bonuses as part of their type-template, but will still be able to take one or the other benefit automatically. Because all characters also get one “normal” talent at level one, a warrior may choose to take the other benefit as his or her L1 talent — and therefore, warriors CAN begin exactly where they started before this rule change. They just won’t get a “colorful” personality talent from the main list if they do…. they’ll have to get those later, paid for with APs or advancements in level.
Rogues, who had no special qualities in the Origins beta, now have an extensive selection of free-if-you-don’t-fumble qualities, and can select abilities that mirror warrior and wizard qualities (with limitations). Their unique options are particularly suited to the underlying concepts of being a rogue in T&T.
Every character type receives ONE special talent or ability at the time they are rolled up, available only to members of that type of character — a “Special Studies” ability, which could also be called “Professional Secrets.” This initial “professional talent” costs nothing in AP and is in addition to other talents a player selects. It requires no saving rolls, is always successful, and can be invoked at any time, up to once per combat round.
Thereafter, as the character progresses, they may choose to take another course in “special studies” instead of a talent from the regular talent lists, at the same AP cost as any other talent. However, the professional talents will never require a saving roll, will always be successful, and can be invoked at any time, up to once per combat round. A character’s free first-level “normal” talent can come from this list of professional talents (with the benefit of being a special talent) or from the general talent list (which must be handled with saving rolls and all the other mechanics of talents).
If some of this is confusing, remember that newly-created first-level characters get talents this way:
ONE “normal talent” automatically for being first level.
and now, ONE professional “special studies” talent, limited by their character type.
They can select a SECOND professional “special studies” talent instead of their “normal talent”.
Thereafter, as characters level up, they can acquire up to two talents per level –
ONE “normal talent” for going up a level
The option of ONE additional “normal talent” which has to be purchased with AP (using the basic talent rules).
At any time, they can select another professional “special studies” talent instead of taking a “normal talent.”
A warrior’s “Special Studies” options:
Weapon Proficiency: This is the same as the Weapon Bonus a warrior got previously.
Armor Skill: This is the same as the Armor Bonus a warrior got previously.
A wizard’s “Special Studies” options:
Adept: Wizards can choose one school of magic (any one of the ten schools of magic), and thereafter any spell from that school of magic costs -3 WIZ points to cast. Magicians can take studies in the SAME school of magic up to three times (paid for as a talent), allowing them an additional reduction of casting cost thus: -3 the first time a given school is taken, -5 the second time that same school is taken, and -10 the third time that school is taken. As always, no spell can be cast for less than 1 WIZ.
A rogue’s “Special Studies” options:
Magical Studies: Like a wizard’s Adept ability, the rogue can choose one school of magic, and thereafter spells from that school cost -3 WIZ points to cast. However, rogues can only take a maximum of TWO schools of magic (total, including another taken later, after gaining “life experience” in the form of level increases, or spending AP), and may NOT take the same school of magic more than once. (If they were more studious, they would have been mages to begin with.)
Deadliness: a rogue is able to take a warrior’s Weapon Proficiency in one of these categories of weapon, and all weapons in the chosen category can get the Weapon Proficiency bonus. No proficiency bonus is available for a weapon over 4d6.
bows (up to 4d6)
unclassified hand-to-hand weapons
unusual projectile and thrown weapons (up to 4d6)
Stealth and Subterfuge: a rogue can take any one of these talents as a professional secret, with the added advantages of no saving rolls, always successful, and can be invoked at any time, up to once per combat round.
sleight of hand
Cleverness (IQ skill checks succeed automatically except for fumble roll, up to 3 levels above the character’s level)
Charming (CHR skill checks succeed automatically except for fumble roll, up to 3 levels above the character’s level)
In other news: Sometime in the next 30 days (probably less) we will be releasing the magic system and spellbook for dT&T as a PDF to those of you who have pledged on the dT&T Kickstarter or are on our playtester list. We are pulling all the stops to get the rules finished up and are in the last laps of the editing process. We are very sorry it has taken so long, but hang on just a bit longer – dT&T is coming!
I’d like to express my thanks to the other members of the Fellowship of the Troll–Liz Danforth, Steve Crompton, Bear Peters–who have been working hard to make Deluxe the best game it can possibly be.
–Ken St. Andre