Archive for the House Rules Category

Mounted combat

Posted in House Rules on October 28, 2009 by Nerzenjäger

There is a time when delvers are not only going to demand horses (or any other mount) for the sole purpose of transport from A to B, but to actually use them in combat. I’m sure many referees already encountered situations when part of the players’ plans was to use their mounts as an advantage over enemy infantry. There have surely been many attempts to recreate mounted combat for T&T, nonetheless I hope my version I came up with lately is of any use to someone as I tried to keep it fairly simple and comprehensible.

Mounted combat
When riding a mount, a character and his mount count as one when damage is divided evenly amongst the party members. This symbolizes the advantage of height, that usually comes with riding a mount. If both the character and his mount wear armour it has to be substracted from the damage total they both receive. What goes through has to be evenly divided amongst the rider and his mount. If you use the optional spite damage rules, only the character receives spite damage, since the foe is looking for that small gap in the character’s defense or armour. In addition to his own damage total, the rider also deals his mount’s adds as damage.

Mounts and direct damage
Wizards with spells that inflict direct damage or archers/gunners with long-range weapons can choose to directly attack mounts, while leaving its rider unharmed. In this case, even the spite damage goes only on the mount.

Falling from a mount
Many circumstances can lead to the rider falling from his mount. We assume, that it’s because his mount gets killed. Falling from a mount is a very hurtful and unpleasent thing, hence the rider receives 1d6 of damage without any armour substraction. Not only is his armour of no help to him at all, more than that it can cause an even more dangerous injury because of its weight. For each full 10 points of armour the rider wears he gets +1 damage to the falling damage roll. Now that can hurt plenty!

Mounts and lances
When using a lance as a weapon on a mount, double the weapon damage in the first combat round as you’re charging. If you’re using it further after that without the initial advantage of charging, you have to half your adds as it is such an unhandy weapon. To avoid this, you can make a L1SR on Speed to loosen yourself from combat for one combat round – certainly this also means that you’re not dealing nor receiving any damage and abandon your other party members – so you can return into combat charging the next round. You may also throw your lance away or, if it’s made of wood, break it after the first combat round and try to draw a secondary weapon.

Type: Lance (steel)
Dependencies: ST15|DX10
Weapon damage: 10d6+10
Range: 4 meters

Type: Lance (wood)
Dependencies: ST13|DX10
Weapon damage: 8d6+7
Range: 4 meters
Effects: If you’re charging as described above, the wooden lance breaks and is rendered useless now that you’ve taken advantage of its doubled damage


Simple alignment system

Posted in House Rules on October 22, 2009 by Nerzenjäger

I’m aware that an alignment system in the tradition of D&D is not of everyone’s taste, especially to many T&T-players as seen in my original thread at the Trollbridge. But sometimes, when a SR on Charisma isn’t enough to measure the compatibility of two or more individuals, you gotta make something up. This is what I came up with some months ago, I use it rather rarely myself, but from time to time it proved somewhat useful.

Simple alignment system
Each character belongs to one of the following three alignments
Lawful / Neutral / Chaotic

Lawful: Characters of this alignment abide to common social laws or those of the region they currently reside in. Certainly it could also be their cult, guild or master whose rules they follow. The strict determination to one law can be a source of conflict with another form of law. Wizards are most likely to be of a lawful nature.

Neutral: Neutral characters try to stay out of trouble with any party or fraction involved. Though they might not agree upon any of their views, they hold a passive role. A neutral character really has to be pushed for his fury to be unleashed or, if they are confronted verbally, to readily reveal his goals. Many warriors tend to be neutral.

Chaotic: Revolutionary ideas come from characters who oppose or at least question their surroundings. Characters of this alignment aren’t necessarily loners but they often follow their own plan at all cost even if they are part of a fellowship. It is part of their nature to dismiss laws who stand in the way of their goals. Rogues often classify as chaotic characters.

If roleplay is not enough to justify the opinion or reaction of an opponent, there is always the possibility to make an alignment-check. This is done by making a L1SR on Charisma and adjusting the Level according to how far the opponents alignment strays away from the character’s. Consult the following chart to determine the Level of the SR:

Alignm. / Chaotic / Neutral / Lawful
Lawful / +2L / +1L / +0L
Neutral / +1L / +0L / +1L
Chaotic / +0L / +1L / +2L

If you wish to add more depth to this system, the current state of the opponent can be taken in account and adjusted by following merits:

State / Adjustment
Friendly / -1L
Neutral / +/-0L
Cautious / +1L
Hostile / +2L

If the Level falls below a L1SR, you can add another dice for each Level you are below L1 to your roll. These additional dice are added separately after determination if the SR was an automatic failure and of course don’t generate doubles.

House Rules Galore #1 – Onward!

Posted in House Rules on October 22, 2009 by Nerzenjäger

In this column I present short house rules I came up with for my Mythical 6th Edition campaign. Most of them are easily if not fully compatible with any other edition of T&T.

Your players successfully crushed a mob of enemies, their courage is at an all-time high – time to mess with the next bunch of bad guys! If the next combat happens within a combat turn (2 minutes), the characters may try to activate Onward! by making a L1SR on Charisma. If they succeed they double their adds in the first combat turn of the upcoming battle. Characters who fail the SR receive double the spite damage a foe inflicts on them within the first combat turn, because they loosen their cover by being too lightheaded.

Intention: To stay true to the spirit of pulp fantasy, I needed a house rule that enables my players to plow through hordes of enemies.