Dragon Tree Blog

The Ancient Evil DMs speak. Well, chaotic devious DMs, anyway.

Saturday, January 20, 2007

rules for throwing a flaming chair?

Someone was talking about Tunnels & Trolls' simplified combat system and saying if you want to throw a flaming chair there is nothing to stop you.

My comment:


I'd rather see free-form play than rules for everything, but this seems a little extreme. Suppose next round someone wants to do something else with the flaming chair: how do we know where it landed or whether it fell apart or what? I guess you could roll for that retroactively next round, but I'd rather hear the results when it's first thrown.

Too extreme in the other direction imo would be looking up some special rules for that character having some relevant Feat (carpenter? fire-swallower?) etc; I'd rather have a few simple basic Attrbutes to roll for nearly any action:
Roll Dex with minuses to pick up the awkward unfamiliar object.
Made it? - Okay, you pick it up without catching yourself on fire.
Roll Int to deal with throwing it without breaking it or getting smoke in your own eyes.
Made it? - Okay you throw it more or less in the right direction.
[DM rolls for condition of the chair, whether it comes apart in flight anyway.]
Roll to Hit with minuses.
Made it? - Okay. [DM considers opponent's vulnerability to fire, rolls for his damage.] The opponent's robes catch fire, he flees, dragging the flaming chair behind him as it is entangled in his robes.

This gives us a vivid picture of what is involved, and gives plenty of chances for something to go wrong in a vivid way. But no one has to look things up in the book, because the DM is basically winging the plusses and minuses. If the character IS a carpenter or something, he can state that as he picks up the chair, and the DM will consider that while winging the adjustment to his Dex role.

So am I Old School, huh, huh?

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