Around midnight last night, I got the urge to roll some dice through my dice tower. So I rolled up thirty Tunnels & Trolls characters to serve as the Balazar campaign's expedition.
View the entire list here.Some interesting attribute sets there. Let me know which one you'd like to be your main character.
For the player's convenience and my own curiosity, I've identified the top attribute sets for potential warrior and wizard character types, in my opinion. Feel free to ignore my recommendations.
could be a fine… |
| Str | Int | Luck | Con | Dex | Cha | Adds |
warrior |
| 23 | 5 | 15 | 12 | 6 | 7 | 11 |
warrior |
| 17 | 10 | 14 | 13 | 10 | 15 | 7 |
warrior | wizard | 12 | 14 | 17 | 9 | 13 | 11 | 6 |
warrior | wizard | 17 | 12 | 9 | 11 | 12 | 11 | 5 |
warrior |
| 12 | 6 | 9 | 12 | 16 | 13 | 4 |
| wizard | 10 | 13 | 9 | 11 | 13 | 10 | 1 |
| wizard | 11 | 24 | 7 | 22 | 10 | 5 | -2 |
| wizard | 7 | 15 | 5 | 16 | 15 | 12 | -3 |
In T&T, beginning attributes for humans are TARO (Triples Add and Roll Over), which explains why some scores are higher than 18. I should point out that attribute scores in T&T are "relative" and with no maximum. For example, a 50 Strength character isn't necessarily five times as strong as a 10 Strength character. Instead, a higher score simply gives greater chance of success when performing actions: approaching infinity but still at the mercy of a botch.
The top warriors are generally those with the highest Combat Adds. Combat Adds are a measure of the character's combat ability, before considering what weapons or armor are used. They are calculated:
+1 Combat Add for each Str, Luck, or Dex point above 12.
-1 Combat Add for each Str, Luck, or Dex point below 9.
Constitution is also somewhat important for warriors, since the character's "hit points" are equal to their Constitution score. Also, Strength and Dexterity together determine what kind of weapon and armor the character is able to use.
Is this the 23 Strength character? Mongo the Mighty?
Is this the 24 IQ, 5 Charisma wizard? He must have ensorcelled those two babes by casting Yassa-Massa on them.
The top attribute sets for wizards are a little more difficult to determine. Intelligence and Dexterity determine what level of spells the wizard can learn. (A beginning wizard must at least have an Intelligence of 10 and a Dexterity of 8.)
Strength is essentially "mana points". Therefore, Strength is obviously important, but I tend to favor Intelligence and Dexterity for beginning wizards, because Strength is easier to increase as the character rises in levels. Furthermore, there are other ways to reduce the Strength casting cost of spells, such as by wielding an enchanted staff (which are relatively easy to acquire or create).
For the Balazar campaign, the main PCs will start at level 3. This means that the players will immediately raise their PC's attributes twice (going from level 1 to level 2, and then from level 2 to level 3) according to the chart in section 2.14 in the T&T 5th Edition rulebook.
Warriors can start with any weapons and armor allowed by their Strength and Dexterity. Wizards start with all 1st Level spells, and then will receive an allowance with which they can buy higher level spells, an enchanted staff, and other weapons and armor.
Wizard's beginning allowance of gold = 5000 + (100 x 3d6) [That 3d6 roll is TARO]
Some useful info from section 2.2:
Level 2 spells cost 500gp each.
Level 3 spells cost 1000gp each.
A standard enchanted staff costs 100gp.
A Deluxe enchanted staff costs 5000gp. A Deluxe staff "has a name, is semi-sentient, and is almost indestructible."