As the 'golden age' of Tunnels and Trolls solo module publishing matured, the matrices were applied to more aspects of game play. I've been thinking a lot about solo module writing in general and I'm starting to mess around with more matrices.
One way that solo-module play suffers as compared to GM-player(s) sessions is that the negotiation of Saving Roll levels (for anything, but specifically here) for combat tricks/actions/maneuvers is impossible. So I was thinking about a matrix of combat manoeuvres, yielding a Saving Roll level and stat, to allow for more combat flexibility. It's not the kind of thing that is necessary, but it can lead to breaking a stalemate, creating an opportunity for escape, bypassing armor, etc...
Following is a table giving a rough idea, where the columns are 3 creatures (instead of the paragraph in which that creature is to be found...)
| Move | Skeleton | Wolf | Rock Troll | Effect |
| Desperate Stab(DX) | bad | ok | bad | Roll 1/2 damage and apply it, bypassing armor. |
| Stunning Bash(ST) | good | bad | ok | (good party!) |
| Trip(DX) | ok | bad | bad | Flee or foe at 1/2 CBT next round |
| Disarm(DX) | ok | no | ok | ?? |
| Riposte(ST) | ok | no | ok | Deal damage to foe equal to its CBT |
| Feint(DX) | ok | no | ok | Foe at 1/2 CBT next round |
| Fighting Retreat(IQ) | ok | bad | ok | ?? |
| Flee! Flee!(??speed??) | ok | bad | ok | ?? |
Early hashed implementation.
good = level 1 SR
ok = level 2 SR
bad = level 4 SR
no = SR cannot be made.
something I'll be working on some more - along with trying to get my head wrapped around the process of writing solo module in the first place...ugh

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