05 September 2017

D&D -vs- T&T: Classes & Races

Or, Magic-Users Still Can't Use Swords!


Being a comparison between original edition Dungeons & Dragons (D&D) and 5th Edition Tunnels & Trolls (T&T).

Classes


D&D: Fighting-Man or Fighter
T&T Warriors

Note: these two classes are very similar. This is hardly surprising, since an adventurer with a bad attitude and a sharp blade is a basic and fairly easy archetype to render into most game systems. In D&D a fighting-man's skill is illustrated by his slightly higher and more favorable hit dice progression. T&T takes a slightly different approach, instead allowing armor to provide double the protection when worn by a warrior (and only for warriors). I believe both methods serve their respective systems well. In both systems fighters are unable to cast spells but can fight with pretty much anything they can get their hands on, though T&T does further limit weapon selection with minimum strength and dexterity requirements.

D&D: Magic-User
T&T: Wizard

Note: members of both professions should have high Intelligence, both are limited in weapon selection. Magic works differently in T&T, being psi-based rather than Vancian. Wizards in T&T face limitations on the power of magic spells they may cast based upon their IQ score, a feature added to D&D with the first supplement (Greyhawk). Unlike any pre-1983 edition of D&D the T&T rules also factors strength and dexterity into spell-casting, and allow the wizard class use of armor and shield. Wizards gain the use of the best magic staves, though this ability is shared with the Warrior-Wizard.

D&D: Thief (from Supplement I: Greyhawk)
T&T: Rogue

Note: The rogue is much more in the vein of "almost wizard" per Lieber's Gray Mouser than the Thief. Though limited as to accumulation of magic spells and capped with regard to spell power he can employ, the rogue is very much a spell-caster in T&T. Rogues, unlike thieves, have no rules-based thieving skills listed, just a stated mandate to live best by their wit and luck.

D&D: Elf
T&T: Warrior-Wizard

Note: the elf, as originally presented, was a rather odd character. He could be a mage or a fighter for an adventure, but not both simultaneously. As written an elf serving as fighter was only a fighter and unable to cast spells, and elf magic-users could not wear armor or use swords. Whereas the warrior-wizard is both classes at once. They suffer some limitations to both classes, but overall function rather effectively. By the time 5th Edition T&T (the rules used for this comparison) come about, the W-W is limited by ability score requirements. The W-W gains a bonus, smaller than that for full warriors, to their armor protection.

Further note the similarities between the rogue and the warrior-wizard classes. The rules go so far as to state the latter is what the former tended to evolve into (case 2.11.3), but as a tyro to these rules it seems to me both still have their places. I would play a rogue as the traditional sneak and the warrior-wizard as the mage filled with battle-lust (Tenser, anyone?).

Races


D&D: humans, dwarves (and gnomes), elves,  hobbits (renamed halflings in later editions)
T&T: humans, dwarves, elves, fairies, hobbits, leprechauns (and weres)

Note: while technically OD&D doesn't have "race as class" one sees in other pre-1983 editions of the game, it does practically. Dwarves can be fighting-men, as can hobbbits; while both are limited in progression. Neither can be anything else. Elves are an odd mix of fighting-man and magic-user almost everyone house-rules. Only humans can be anything.

On the other hand, in T&T every race, with the exception of leprechaun, can be any class. Even the warrior-wizard, though tough to qualify for, is attainable by all. Players can be were-creatures, werebears and werewolves are specifically mentioned, and allowed to remain under player control. Leprechauns are excepted because of their size rather than race or class, leaving a loophole for a clever player to exploit. At least I, as referee, reward clever play and I assume most others do as well.

In both systems, fighters are unable to cast spells, while wizards are poor at martial skills (though T&T's wizard has a bit of an edge in combat over the D&D magic-user). T&T has no cleric class though the wizard does have healing and curative magicks. Both have a stealthy class, and both have a combination of warrior/wizard, though the D&D version is rather clumsily implemented and (some feel) poorly explained.*

Humans: are the baseline in D&D, able to be a member of any class. T&T uses a similar idea, but rather than the various special powers such as infravision or secret door spotting, this game instead adjusts the ability scores per race chosen. Humans use ability scores as rolled, all other kindred (the T&T equivalent of the demi-humans) adjust some scores upward and others downward. Since ability scores play a much greater roll in every aspect of T&T, this represents some significant differences in the races.


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*I've never had an issue with it. It is sparsely explained but what one needs is there. It's just that most folks don't like the explanation. Particularly in light of the PC Class the elf eventually evolved into. 

2 comments:

  1. Thanks for continuing the series, it's a lot of fun.

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    Replies
    1. Thank you, Scott. It's nice to be able to share my thoughts with others. I'm glad to hear you're enjoying the series.

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