Tunnels & Trolls 7e - Monster & Magic Book.pdf
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Monsters &
Magic Book
Monsters &
Magic Book
Special Edition
Special Edition Monsters &
Magic Book
The Monster’s MR also serves
as its “CON” score, noting how
much damage a creature can
take. This monster would have
an effective “CON” of 19, thus
being able to withstand 19
points of damage before falling.
Damage is taken directly off a
creatures MR, reducing the
number of Adds it gets in com-
bat.
The following is a sourcebook
of fearsome foes and fabulous
finds for dungeon delvers using
the
Tunnels & Trolls 7th Edition
rules.
MONSTER RATING
As noted in the main rulebook,
most monsters are given a
Monster Rating (MR), which
determines how many dice and
adds they have in combat, as
well as their CON score and
WIZ score.
The Monster has a WIZ score
equal to its MR/10, rounded up.
This monster would have a WIZ
score of 2, and thus be unaffect-
ed by spells cast by wizards
with a WIZ score less than 2.
Combat Dice + Adds = (MR / 10)
+1 dice (round down!) plus
(MR /2) adds (round up!)
Remember, WIZ and Adds for
monsters will be changing dur-
ing combat – they are based on
the CURRENT MR.
So, an MR 19 monster gets 2
dice + 11 adds (19/10 +1 = 2
dice) (19/2 = 11 adds). The
number of dice never changes,
but the number of Adds does,
based on the monster’s current
MR.
SPECIAL DAMAGE
The default form of “Special
Damage” is Spite Damage, deal-
ing one point of damage for
every 6 rolled during combat.
However, alternate forms of
1
special damage can be used, if
the GM so chooses. Each form
of Special Damage comes with a
trigger that must be activated
during the combat roll. The
triggers are based on a number
of 6s rolled in combat, noted
thusly:
3/
Call Flame
= For every three 6s
that are rolled by the monster in
combat, one Call Flame spell is
conjured forth, targeting its
closest opponent.
4/
Oh Go Away
= If four 6s come
up in the combat roll, an Oh Go
Away spell is cast upon the
closest opponent.
1/ = the Special Damage is dealt
with each 6 rolled in combat,
much like Spite Damage.
2/ = The Special Damage is acti-
vated for every pair of 6s rolled
in combat.
3/ = The Special Damage is acti-
vated for every three sixes
rolled in combat.
4/ = The Special Damage is acti-
vated for every four sixes rolled
in combat…
… and so on.
All spells are assumed cast at
the lowest level, and cost the
creature no
kremm
to invoke.
As with Spite Damage, all
Special Damage is dealt directly
to the target’s CON (or MR)
despite armor protection.
OTHER SPECIAL ABILITIES
Other Special Abilities can be
given to creatures at the GM’s
discretion. A tough hide or
scales that absorb hits like
armor can be added. A high IQ
and WIZ may allow some mon-
sters to cast spells. Some
monsters may be under the
influence of constant spells –
like
Cateyes
or
Little Feets
.
Again, these abilities are natural
Special Damage examples:
1/1 – Spite Damage, the default.
For every 6 rolled, one point of
damage is dealt.
1/2 = Severe Spite Damage. For
every 6 rolled, two points of
damage are dealt.
2
and do not cost any personal
kremm
to maintain.
tional T&T. For this reason,
you’ll have to adjust the MRs
for monsters encountered. To
provide acceptable challenges
for your group, the following
MRs should be used for a stan-
dard 3-person party (add 1/3
rd
for each additional character,
subtract 1/3
rd
for smaller
groups).
Adjusting Special Damage trig-
gers – reduce the number of
sixes needed to trigger the spe-
cial damage by 1/3
rd
.
BALANCING ENCOUNTERS
From a game perspective, the
Monster Ratings here are
designed with a 4-person delv-
ing team in mind. If your
players have assembled a small-
er crew, you may want to adjust
the MR for monsters they
encounter. If you have 3 play-
ers, multiply the MR by ¾. If
you have 2 players, multiply it
by ½, and for one player, multi-
ply it by ¼.
Appropriate
MR(total)
Average
Character Level
Similarly, if you have larger
groups, you can increase the
MR appropriately. For 5 play-
ers, multiply by 5/4. For 6
players, multiply by 3/2, and so
on.
1-2
20
3-5
45
6
65
7-9
75
10-14
90
MONSTERS in T&T7R
15
115
If you find yourself using the
Revised T&T rules presented in
this Special Anniversary Edition
set, you’ll see that it normally
uses far fewer dice than tradi-
16-18
120
19-20
130
3
Plik z chomika:
Matrinicz
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