Advanced Tunnels & Trolls
House rules for the classic simple fantasy role-playing game.

Individuals  - Characters take it in turns to do their own actions (because heroes are individuals, not gangs).

Initiative - Every round the character with the highest Dexterity goes first, then the next highest, and so on.

Attack (Melee) - To hit, roll a die (d6) and score as required by the Combat Table for your Strength (Close range).
Attack (Missile)
- To hit, roll the die and score as required by the Combat Table for your Dexterity (at that range).
Damage Done
- Roll the dice and adds for your weapon. (No combat adds are gained for Strength/Dexterity/Luck).

Parry - To parry, you can roll a dice (d6) and must score the number required for your Dexterity (Close range).
Damage Parried - If successful, Weapons parry damage equal to their normal rolled damage, Shields parry damage equal to their armour value x10. Damage parried is taken by the weapon/shield and subtracted from the damage stopped by further parries (until the weapon/shield is mended). 
If damage exceeds what the weapon/shield can parry then it breaks and the excess damage gets through. 

Dodge - To dodge, you can roll a dice (d6) and must score the number required for your Luck (Medium range).
Damage Dodged - A successful dodge will avoid 10 points of damage. Whenever a character tries to dodge, they must step back. If they can't step back then the dodge normally avoids zero damage.

Criticals - If you roll a 6 in combat then roll again - each extra 6 rolled gives...
Critical Hits - ... an extra d6 damage.
Critical Parries - .. an extra d6 damage parried.
Critical Dodges - ...an extra 10 damage dodged.

Combat Table - (Missile Marksmanship Table, revised so high is good: Use it for all Attacks, Parries & Dodges.)

RATING ANALYSIS CLOSE MEDIUM LONG
0-6 Rotten 6+ - -
7-9 Very Bad 5+ - -
10-12 Bad 4+ 6+ -
13-15 Poor 3+ 5+ -
16-18 Passable 2+ 4+ 6+
19-21 Fair 1+* 3+ 5+
22-24 Keen Eye 1+* 2+ 4+
25-27 Excellent 1+* 1+* 3+
28-30 Marksman 1+* 1+* 2+
31+ Congratulations! 1+* 1+* 1+*
(* Roll of 1 always misses)

Actions - Each turn characters usually do a "Standard" action and perhaps a "Move" action too. If they do a "Full Round" action that is all they do in that round. They can also do any "Free" actions. Some actions give nearby enemies nearby an opportunity for a free attack on you ("Attacks of Opportunity", as D&D 3.5).

Action Type Opportunity Details
Attack Standard NO
Cast Spell Standard YES
Move Standard/Move YES Move normal number of squares (diagonals cost 1 or 2). 
Withdraw Full Round NO Move normal number of squares.
Step Free NO Move 1 square, but cannot do any other move this round.
 
Other Actions

Move - This is the number of  squares a character can go in one move action. They can often move twice in one round:

Speed (Example Races) Move Feet/Round Miles/Hour Miles/Day "Inch"
Normal (Human, Orc) 6 30ft ? ? 12"
Slow (Dwarf, Hobbit, Goblin) 4 20ft ? ? 8"
Fast (Elf, Fairy) 8 40ft ? ? 16"

Encumbrance - Wearing armour and carrying equipment may encumber characters and limit their speed of movement:

Armour Max. Move
No Armour -
Leather Armour 6
Scale Armour 4
Chain Mail 4
Ring Mail 3
Plate Armour 3

Magic Points - Magic-users expend Luck points when casting spells (instead of Strength, because wizards should not be muscly!)

Magic Spells - Magic-users can learn spells from the AD&D lists. T&T spell-level is D&D Level x2-1. Price to learn is D&D Level x2-1 x 500gp; Cost to cast is D&D Level x2-1 x 5 Luck.

Clerics - In addition to Warrior, Magic-user or Rogue, a character may choose to be a Cleric. They should have high Luck, as they use it in a similar way to magic-users. They can invoke any miracles from the clerical spell-lists available to their religion. (T&T spell-level is D&D Level x2-1 for spells from the D&D lists). Each miracle invoked costs 5 Luck per level. Cleric characters can use any weapons and armour allowed by their religion.

Morale - The Monster Reactions table, also used to check how brave monsters are feeling. (Revised so that high is braver).

2d6 Monster Reactions
12 The Monsters go berserk and attack wildly
9-11 Monsters attack without hesitation
6-8 Adventurers have the option of fighting or running
3-5 Monsters will parley if anyone can speak the language
2 Monsters are afraid and will run away

Monster Values - The formula below is used to work out the toughness of a particular monster. The resulting Monster Value ("M") can be used to work out how many monsters should be in a dungeon, how much treasure they might have and how many Experience points they are worth (10 x M).
Monster Value, "M" = H / Hm  x  A / D
where H = Hit Points of Monster, Hm = Hit Points of Average Man, A = Damage to Av. Man per round, D = Damage from Av. Man per round
(in this calculation, allowance is made for dodging but not for parrying) (because that makes it too complicated!)

Example Monsters - Here are some typical Monsters, with their M values. Stupid monsters usually have Dexterity 9 (hence low initiative and parry) and Luck 9 (hence no chance to dodge). Big (or small) monsters usually have suitably big (or small) weapons, for which the damage is multiplied by the Strength factor for their race.

???

WHAT'S NEW?  
14th Apr 2005 These rules added.
27th Feb 2006 Morale/Monster Reactions table added