Stuff on this page is for T&T 5.X, with a preference for 5.5
At the moment, just some house rules and some commentary by myself.
I'm NOT converting other game systems to T&T. May be out of character for me, but hey, I've a daughter now!
Also, I'm not going to be putting up other people's stuff.
And, I'm not yet sorting out my house rules into separate sections. I should, but I've not got the energy these days...
Hunh? I'm supposed to put content here? Oh, yeah.
April 2000
I've recently been playing other systems
, shame on me, than are supported on my site. I've even thought about adding a guestbook to the site. However, I'm supposed to talk T&T here. I've lately come to realize that my view of the Rogue is not the T&T rogue. So be it. Now, the question becomes, how do I do my style of rogue in T&T? Well, We'll just have to wait and see just what T&T6 really has for classes. Ken is one of the few game designers to actually peruse fan sites and "Make Suggestions". This is a good thing. I got feedback on the Groxnar, and even got a semi-official name for them.
March 2000
What I want to see includes a Power Attribute, a skill system, more classes, and more spells!
Power: Why and how? Well, I'd like it to be set up as a new prime requisite. I am scared by Ken St. Andre's idea to have it increase by NewLevel^2, automatically (at least for wizards). This may require reballancing the spells. Or giving more advantages to warriors.
A skill system: I am not picky as to how it works, so long as it is simple, ties in to the existing mechanics without disruption, and doesn't prevent characters from fitting on 3x5 cards in normal sized handwriting. I stole mine from MSPE. Which, BTW, is nearly 100% compatable with T&T.
More Classes: Lets see, in T&T5 we've got Warriors, Rogue-Wizards, Wizards, and Warrior-Wizards. I've seen Clerics done in Sorcerer's Apprentice. Well done, no less. We also need a thief-type. Not for D&D compatability, but because it fits the fiction base. I've seen various means of doing this. All of them seem sub-satisfactory to me. We could also use a skill system for them, if it works well... but I'd still like a class. And, if we get a skill system, we need a class that gets more skills, but lacks any of the other classes' special abilities.
More Spells: Well, let's be honest. The spell list is good, but nowhere near complete in T&T5. So, more would be better. Provided they fit the concepts.
Expansion Books: I'd like to see a "Best of the Net" type optional rules book. Simply to protect, preserve, and share the goodies. And with this pipe dream, I'll step off the soapbox. For now.
-Wil
May 2008
Well, 7.0 Ken plays well, runs nicely, and is a very different feel from 5.x ... it works. It works rather well, in fact. Monster ratings are just fine. More classes. More niftyness.
It is not, however, a comfortable fit with the older adventures that use full character stats. Also, levels mean different things in the new edition, so the level limits don't work. The skill system is completely different from the MSPE style, and while it works, and works rather well, it also makes skills both rare and powerful. Starting PCs of up to 4th level... possibly higher.
It's fun. It is mechanically very close to prior editions, but is a very different beastie.
Now, 7.0 FD, I've not run. I don't like the look of it. But it came with it. Fiery Dragon's version is in the box with Ken's version, and it is a less closely related set of rules. It'll play, and it will feel a lot like T&T, but it does some very different stuff.
I did buy the tin-box edition, and it is very useable, and I also bought the PDF version. The CD makes the tin worthy. I've played a good bit of the T&T computer game because of it, and it's given me ideas on how to run combat using minis.
All in all, a very worthy product at a decent price, and well worth it even if you don't use it all!