Tunnels & Trolls 5.5e and later added Spite Damage into the mix. Basically, every natural 6 rolled on a d6 during combat represents unstoppable damage... Roll 2,4,6,6 you know you did at least 2 points of damage to your opponent, irregardless of whether you won that combat round or your opponent's armor protection.
As combat between two relatively equal opponents in armor could drag out forever before spite damage, it's a nice change. The problem is, most solo adventures were written for the 5.0 rules (pre-spite damage), and the inclusion of spite damage will frequently whittle your delver down to pieces.
My suggestion? Leave out spite damage when playing the solos, or for a harder solo, only count it for the delver's dice... Use it against the monsters.
It really is there to help the mobs more then the delvers anyway. Delvers tend to roll less dice (but have better combat adds) then the monsters, and spite damage is all about the dice.
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Ten Saves Nine
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*A Stitch in Time* is both a campaign for Doctor Who: The Roleplaying Game
– Second Edition and not a campaign for *Doctor Who: The Roleplaying Game –
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1 hour ago
I use 5th and don't use Spite Damage except as a special ability for certain creatures. I don't care about "evening things up" for the monsters, I find the death spiral effect not only acceptable but realistic, I don't like neutering the Warrior's armor-maximizing ability, and if things come to a stalemate, that's what Saving Rolls are for. :)
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