Originally Posted by
TriOpticon
You're really testing my knowledge of the system. :) Thankfully I have all the books. Fortunately, it is a rather simple system which is one reason I thought I would attempt doing it in MoreCore for the experience, even if all I ever do with it is play all its solo adventures.
Technically there is no limit on levels which is why they have a formula but I have never seen over 10. I can research all my adventures to see what they have.
There are 8 attributes: Strength, Constitution, Dexterity, Speed, Luck, IQ, Wizardry and Charisma.
The range of attributes is based on 3d6 BUT race (Kindred in T&T) can change the attributes. So anywhere from 2 - 36, depending on the attribute and the race.
The lowest target number is 4 so if the formula is less than 4 just make the TN 4. A roll of 3 is an automatic failure (see Talents below) no matter the target.
For Attribute saving rolls, there are no other modifiers. You have a Current value along with the "At Full health" value for each attribute and you always use the Current value. The Lucky Goblin Foot +1 would increase his Luck attribute.
There are Talent rolls also. They are referred to as saving rolls but these would be more like a skill roll in 3.5E as they are attribute based. The target number is calculated the same way, so it does use the attribute's current value in the calculation of the target number. And then the talent would add its bonus to the die roll. The dice may also explode on doubles. So if it was a Dexterity based talent, say Archery and its value is +3 and it was a level 6 attempt and the DEX is 12 then the target is 33. 2d6 + 3. In other words this would be a heck of a shot if he made it. :) Another example: let's say the TN is 4 and he rolls 3 on 2d6. With +3 that is 6 but because he rolled 3 on the dice it is an auto failure.
i actually feel like I know the system better now thanks to this so please let me know if there are other questions.