Tunnel Quest v3.5
Tuesday, April 5th, 2011This is a home-brew game that’s seen about 3 years worth of play-testing (on and off). It’s a generic ‘vanilla’ fantasy game; I know there are a lot of these around but please bear with me.
The design is loosely based on a game by Paul Elliott (Mithras in the RPG.net forums) called Dragons (and used with his permission).
Broadly speaking, it’s class based in that your starting point in the game is defined by the character’s class and certain tasks are easier or more appropriate for certain classes but it isn’t a black and white distinction, your warrior character can cast spells if you insist but that will ‘dilute’ his ability to kick butt in combat.
The game uses a standard 2-dice ‘roll-equal-or-over’ mechanic but keeps the modifiers to a minimum so there are very few numbers to juggle.
The system is ‘pass or fail’ with a slight difference in that if the PC’s roll fails, the opponent necessarily succeeds. So one dice roll determines the outcome of each combat round.
The upshot of this is that the referee never has to roll any dice. The game plays out on the strength of the players’ rolls. Not only does this give the ref. time to focus his or her attention elsewhere but makes the game quite convenient for play-by-board outings.
The magic system is quite strategic with magic-users having access to ‘magic points’ of differing colours. A spell can be countered if you can match it point-for-point and colour-for-colour so throwing an extra point into your spell makes it more difficult to counter.
Creatures are defined with a single attribute (like the Tunnels & Trolls Monster Rating) but special abilities are activated on specific dice roll results to keep the players guessing.
A sample dungeon adventure is included and if you haven’t guessed already the game is a tribute to old-school games in general and T&T in particular.