Thursday, August 18, 2016

Tunnels and Trolls: Magic Weapons

Magic weapons in Tunnels and Trolls Deluxe don't typically add more than a couple adds to the weapon, you could have a longsword forged by a master swordsmith and get +2 adds to 5d6. High quality steel would add another +1. Balancing it would add another +1, and forging it in a volcano would add another +1.

5d6 + 5 is what you would end up with should you make a 'great' weapon such as that, about 16% more powerful than a normal longsword, or in D&D terms, on the same power level of a +1 sword. It doesn't go much higher than that, really, you could probably get this up to +10 with a heavier weapon, elven steel, a super-master smith, and all sorts of other incredibly rare materials and forging, which comes out to a +2 weapon in D&D terms of power level.

Consider warriors add +1d6 per level to their combat adds (+4 per level by our own house-rule), and you will quickly find levels are vastly more important than weapon quality.

The 10d6 Longsword? Doesn't Exist

There are no rules (I have found) for artificially amping-up a weapon's dice with extra damage, like a longsword that does 10d6 damage. I am sure possibly weapons like this may exist in modules as one-offs or house-ruled weapons, possibly, but by the base rules the "+damage dice" magic weapons aren't in there.

So let's say "this is cannon" and go with the idea there are no MMO-style 300dps damage artificially elevated to that of a tank gun weapons in this world. You know them, they are the ones you find in MMOs like World of Warcraft where a paper cut  from the epic Thunderfury sword would blow a level one peasant's arm off.

Warning: EPIC LEVEL WEAPONS MAY BE HAZARDOUS TO EVERYONE ELSE'S HEALTH.

No, you may not clean my sword, and I will be more careful next time I brush by someone with my magic quarterstaff. I will pay to clean up the inn, and I didn't realize there was a crowd there tonight.

But seriously, let's say there are no "juiced" magic weapons in this world, and the great weapons are only a couple adds here and there. Where does that leave us?

The Innate Power of the Warrior

Here's where we go all Conan on everybody. With warriors, it doesn't really matter what weapon they use, you could pick up a spoon and maul a crowd of evil snake cultists with the utensil. A two-handed sword would help, but the spoon will do until I defeat someone with a better weapon.

Or maybe I will stay "metal" and keep using the spoon in spite.

You kick butt with ordinary weapons. You don't really need to be dolled-up with a load of specialized gear, like pretty magic armor, entitlement weapons, and all sorts of gear meant to keep you grinding away for something incrementally better. There is no gear game, and your warrior's power is not directly gear dependent. You need some armor and some weapon, but putting your gear on some progression track that has you going from level 1 gray items to level 105 orange items doesn't happen.

Your warrior's innate power is what makes them kick butt. It is a situation much like the wizard, with a wizard, you may want a wand, but a whole lot of magic gear, mana storing robes, and other magical trinketry and paper-doll items are not needed to make your wizard a butt kicker. Your wizard's innate power makes them who they are.

Rejecting the MMO Item Game

So then, what incentive is there to go out and get treasure? There aren't a plethora of magic items scattered out there in the world, but there is always the lure of wealth and a better life. There isn't a "gear game" so adventuring life in T&T is a bit different. You adventure to increase your own personal power. You get money to live better and maybe fix your gear and sleep in a better bed tonight. It makes me want to play the cash-finding game in T&T a little tighter, since naturally if money is the biggest 'loot game' in town, then referees will want to be careful about handing out piles of coins.

You aren't going out to find green bracers that give you +1 STA and +1 STR, or a ring that increases your fire resistance by 2%. While those are very cool things to find in an MMO, and finding them gives you a certain sort of fun, that's not this game.

In this game, money should be a little tighter and harder to come by. The world should be a little darker. Power is gained from increasing your stats and growing in personal power. You are not going to buy your way to success, or "doll up" with magic items to make up for personal power you don't have. Who you are and how you build yourself up matters more than trinkets and gear.

Itemization: Videogames vs. Pen-and-Paper

I still like the videogame-style item games, like Diablo and other games where finding loot and upgrading is a part of the game. I feel videogames do this better though, as we haven't really found a pen-and-paper game that does itemization as well as MMOs or rogue-like games. In D&D, there are a lot of cool items, but wizards outrank fighters in fun and character power by a long-shot, so the fighter gear game (at least for us) is moot. It's tough to say (because we love D&D), but for us, video games (with balanced classes and gear choices) do itemization better for fantasy gaming.

You a Better Hero Because of You

But having a game without the 'gear game' is interesting, and focusing purely on your stats and having the world limited to normal weapons and armor only is a fascinating take on fantasy gaming. T&T is different in this way, and it keeps to the 'savage barbarian' model of play where the difference between the defeated and the victors comes down to how much of a bad ass you are. There is no magic sword that can make up for a personal power deficit or trinkets to collect because you need the stat bonuses, it is just all you.

Nothing else is between you and being a hero, and you can't buy your way to greater power. What everyone else uses is what you use, and the big difference is you are the hero.

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