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