This is a super old draft from like 2019. I kinda stopped with TNT after I had an off-putting interaction with one of the TNT devs (won't say which one, and will say explicitly it was nothing terrible, more just a difference of opinion?) and also because my Aquarian Dawn TNT Campaign got killed by covid (or maybe it had gotten disrupted by work, I don't remember anymore).
Anyway, I haven't been up for writing lately but wanted to post something, so I'm digging this out, make what you will of it. There's a part 2, I forget if that's sufficient or if I had left it in an incomplete state, but I'll post part 2 eventually as well.
design notes in this color
Tunnels & Trolls: Maximum
Or,
The GLOG of TNT
I've been playing TNT for a little while now and really love the system. Here were my initial thoughts when I first started getting into it. This is my attempt to create a new version of the game, one that streamlines things and makes some heavy modifications, but is still true to what TNT is; in the spirit of DIY efforts towards old-school D&D from the OSR movement, and in particular GLOG. Even though I actually have very little experience playing GLOG, one thing that I like about it, is its emphasis on streamlining DIY and customization, and I hope this hack for TNT ends up working in a similar regard. While this hack does change the core game, it should be mostly backwards compatible with other versions of TNT, with a little bit of adjustment. It is probably presumptuous of me to assume this hack could have the same impact for TNT as GLOG has had for OSR, but that's the goal. I should also say that at this stage this hack is mostly untested, except for the pieces of retroactively integrated into my current campaign, but TNT is a simple enough system that I feel reasonably comfortable with the changes I've made to the system.
One additional note: I may decide to "rebrand" this entirely, removing TNT-specific terminology and making it effectively its own game, since TNT doesn't have a proper OGL or equivalent. My understanding is that the TNT people are pretty reasonable, but if I take this far enough, I'd like to actually have ownership of it, and I think the end product will likely be distinct enough to justify it. But at least for now I will continue to refer to it as a TNT hack.
One additional note: I may decide to "rebrand" this entirely, removing TNT-specific terminology and making it effectively its own game, since TNT doesn't have a proper OGL or equivalent. My understanding is that the TNT people are pretty reasonable, but if I take this far enough, I'd like to actually have ownership of it, and I think the end product will likely be distinct enough to justify it. But at least for now I will continue to refer to it as a TNT hack.
I've been appreciating following Jones Smith's Fiction First system unfold at wasitlikely, so I've decided to break this hack up into several posts as well, and then I'll collate it all at the end. This makes it more manageable, and it also allows for me to adjust things based on any feedback.
Another note, I will likely continue to make new Character Types and Hacks for TNT Deluxe as I've been doing, but when possible, I will try to include versions for TNT Max as well, and also to make TNT Max versions of other Character Types I've already posted.
Another note, I will likely continue to make new Character Types and Hacks for TNT Deluxe as I've been doing, but when possible, I will try to include versions for TNT Max as well, and also to make TNT Max versions of other Character Types I've already posted.
Character Creation
Roll 3d6 six times, drop the lowest two, and assign the values to the attributes Physique (PHY), Finesse (FIN), Presence (PRE), and Luck (LCK). You can be less generous at your table if you'd prefer, but I like to be nice.
If you roll triple values on any one of those 3d6 rolls, roll 3d6 again and take the total as a single value, and put a * next to that attribute for every triplet.
Either before or after attribute rolls, choose or roll randomly for a Character Type and apply any starting abilities.
Take an equipment package or some starting amount of gold (250 for instance).
Take three talents.
I've reduced the attributes for simplicity and out of personal preference. I'll explain my reasoning for these attributes next. Otherwise, this is mostly similar to standard TNT. I increased the number of talents because I think talents are a nice, light, flexible way to give characters special abilities, and talents will also effectively replace kindreds. I realize kindreds (race in D&D) is something many people like about the game, but I don't think it works as well with the decreased number of attributes since it's based on mulitplicative modifiers and how they affect combat adds. Even with D&D I prefer a race-as-flavor or race-as-class approach. However, if you want special kindred abilities, talents can be used in that regard (as discussed in a later post).
Attributes
Physique (PHY): This attribute reflects physical abilities, such as the ability to inflict physical harm, fighting skill, weight-lifting / encumbrance (if you're so inclined), physical durability, fortitude, etc.
- Use for PHY SRs.
- Add each point above 12 to damage total as Combat Adds.
- PHY also reflects the maximum amount of damage you can take before being incapacitated.
Finesse (FIN): This attribute reflects dexterity, flexibility, acrobatics, speed, agility, defensive maneuvers, hand-eye coordination, fine motor skills, etc.
- Use for FIN SRs.
- Add each point above 12 to damage total as Combat Adds.
- Use for missile attacks and finesse attack SRs.
Presence (PRE): This attribute reflects certain ephemeral aspects of a person; their force of will, magical abilities, ability to draw an audience, etc.
- Use for PRE SRs.
- Certain spells have a PRE minimum in order to be cast.
- PRE also reflects maximum mana for spellcasting.
Luck (LK): This attribute reflects luck as an actual force of nature in the universe, but also gets used as a catch-all for things that might not fit neatly into the other attributes, such as item durability (Wear & Tear). In certain cases it is also used to defend against the effects of magic; primarily curses or magic which affects fates and destinies.
- Use for LK SRs.
- Add each point above 12 to damage total as Combat Adds.
- Use for Wear & Tear SRs.
Attributes are where this hack most differ from core TNT. I prefer to have a few, very broad, very archetypal attributes. TNT Deluxe attributes aren't bad, and I can understand why somebody might want to keep Strength and Consitution or Intelligence and Wizardry separate, but that's not what I'm doing here. I've said before on this blog that I'm a big fan of Cypher System, so this is somewhat modeled after that. I've always liked the idea of "Presence"; in part because I don't like Intelligence as a quantitative attribute, but also because Presence allows you to condense magical ability, charisma, and some of these other ephemeral qualities in a useful and interesting way, so you can avoid dump stats while still codifying these qualities. I don't plan on making the curse / fates aspect of LCK a major sub-system, if I make it at all it would be bolt-on, but I do think that with four attributes, it doesn't make sense to have magic condensed solely into a single attribute.
In subsequent posts I will talk about the different character types, talents, character advancement, and other basic mechanics of the game. It is mostly pretty similar to TNT Deluxe except where it is accounting for these attributes, but I do try to somewhat standardize characters and NPCs with a uniform Character Rating metric, but I'm getting ahead of myself!