Tuesday, June 11, 2013

T&T Miniatures Rules, My stab at it...

There was some discussion a few months back regarding miniatures rules for T&T during the Kickstarter. More than likely, it was from a contingent of backers more used to the D&D system where the miniatures have been integrated into the game, more so than even AD&D (1E and 2E). 3rd Edition and greater saw WOTC really try to merge the miniatures battle game with the RPG where they could cross pollinate and hopefully appeal to both groups.

I believe Ken St. Andre did mention on Trollhalla that he would have a short section regarding the use of miniatures in the dT&T. He was also quick to point out there would be no specific rules, just some ways to use miniatures.

I agree if this is the direction he is going. The combat system is not of the "blow by blow" variety like D&D. A combat round in T&T spans over the same time it would take to do more than a few D&D rounds in game terms. I think there are a fwe very distinct places in the T&T combat round where miniatures could really enhance play, if you are a GM that even uses miniatures that is.

The T&T Combat Stages:
  1. Surprise Attack
  2. Magic
  3. Missile Combat
  4. Choose Your Melee Target
  5. Roll Your Combat Dice
  6. Calculate Your HPT
  7. Figure Hits of Damage
  8. Adjust for Armor
  9. Adjust Attributes
  10. Evaluate the Round
Using miniatures for positioning during stages 1-4 would be very useful. Setting the seen visually is always something I have found to be worthwhile, even for those players who never use miniatures in their own games. Targeting for Magic attacks also makes loads of sense for area of affect spells - it clearly identifies who is where. Likewise for missile attacks, you know if someone has line of sight and if they are in 'range'.

Range modifiers in T&T are listed in feet. The standard measurement for 3E or greater in D&D is 1 inch = 5 feet. This is something that could easily be adapted for T&T, mainly because it is what most people would be used to. I can say it took me personally a very long time to get used to switching from the 1E/2E standard of 1 inch = 10 feet. But, in relation to the size of miniatures today (most being 32mm anymore, or the heroic 28mm), 5 feet is about right when looking at the ratio between the miniature and that space.

I think the big thing for T&T and miniatures is - what constitutes a movement rate? there is no reason to totally base it off of SPD since that attribute is more reaction time rather than actual speed of running. Using D&D again as a point of reference, every race could have a base movement rate. Or, each size character has a base movement rate to make it even more simple.
  • Base Movement is 30 feet (6 inches)
  • This is modified by the kindred HT modifier (rounding up)
    • Human = 6 inches
    • Elf = 6 inches
    • Dwarf = 4 inches
    • Hobb = 3 inches
    • Leprechaun = 2 inches
    • Giant = 30 inches
    • Mountain Troll = 24 inches
At this point, it becomes a matter of the GM wanting to add complexity or to just keep it simple. For most of  us, the end of the round will be very organic where Ser Borus the Blunt charges and deals some damage to a few bugbears, than turns to face anyone else still standing. Or, all the characters can move and attack in the round. After attacking, you can still move up to your movement rate, or half your movement rate. At that point, we are getting very close to what D&D is.

My preference: I would use movement rates where it made sense. If Ser Borus wanted to engage in combat with a bugbear that was far enough away that I did not think he could reach it, then I would apply the movement rules. I use miniatures to determine line of sight and ranges. I would use movement if I needed to add that level of detail to a given situation.


  1. I'm not into miniatures, but I like your movement table.

  2. I like using miniatures as long as someone else buys, paints, and carries them. Playing in Jerry's games works out wonderfully that way. :-)

  3. I just need to take 5 years off from work to get caught up on all my painting!

  4. Nice post Jerry. As you mentioned, minis can help with positioning. Beyond line-of-site and range, it can also be helpful with visualizing the possibility of certain stunts (sneaking and back stabbing, etc.) I'll be curious what Ken puts into DT&T.