Tryll - Redemption Rules Variations 
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     In my campaign, there are numerous rules variations we have adopted, which we prefer to the published rules. Most of them are a bit too tiny to bother with creating a separate page for, so I have placed them here for ease of access.

Actions

     A character has a number of actions in a round equal to the number of attacks he is allowed to take that round. If the character is allowed one attack a round, that is how many actions he has. Characters with multiple attacks have multiple actions. For example, a specialized level 7 fighter attacks twice per round. Therefore, he has two actions per round.
     Attacks with off-hand weapons are bonus attacks, and do not count as separate actions.
     A character may wish to substitute an attack with an alternative action. Examples of such actions include, but are not limited to: picking up a dropped weapon, using an applicable proficiency (allowed by the DM), or drink a potion. Note, potions may be drank, but any actively aimed affects of the potion (such as a potion of flame breath) are not usable.

Character Fame Determination

     To determine whether or not a Player Character has been heard of before, use the following system:
+ 3% per Player Character's experience level
+ 1% per level if the audience shares the same character class
+ 10% while in the Player Character's main geographic area
-10% - 60% if far away from the Player Character's main geographic area
+10 - 20% Depending on how celebrated the Player Character is by bards
Varies DM's option

Combat Round

     In my campaign, I have altered the concept of rounds and turns. Basically, I found the idea of 1 full minute for a combat round to be rather silly. The idea of striking only once very 60 seconds seemed a bit odd to me.
     Thus, I have divided rounds and turns into combat and non-combat rounds and turns. The times of each are listed below.

Table 1. Combat Time
Term Duration
Segment 1 second
Round 10 seconds
Turn 100 seconds (10 rounds)

Table 2. Non-combat Time
Term Duration
Segment 6 seconds
Round 1 minute
Turn 10 minutes (10 rounds)

     The combat round is 10 seconds long. One segment equals one second. Casting times in excess of 1 round see the spell completed at the end of the round. For example, if a mage has a casting time of 4, and initiates at 8, the spell will not go off until the end of the round, after all regular initiatives have been completed.
     One turn is still equal to 10 rounds (i.e. 100 seconds, or 1 minute, 40 seconds).

Crossbow

     Crossbows have a chance to knock down their targets on a successful hit. When struck, a creature must roll a successful strength check to avoid being knocked down. The strength check is made with a negative modifier, based on the type of crossbow being used. Always round down. Consult the following table to determine chances of knockdown.

Table 3. Crossbows
Size Heavy Crossbow Medium Crossbow Light Crossbow
Huge + nil nil nil
Large -1/3 hps of damage nil nil
Medium -1/hp of damage -1/2 hps of damage nil
Small -3/hp of damage -2/hp of damage -1/hp of damage
Tiny -4/hp of damage -3/hp of damage -2/hp of damage

Knockdown

     Whenever a character is struck by a creature larger than he is, there is a chance that the character will be knocked down. To avoid being knocked down, the character must pass a successful Strength check. This check is modified as per the information below.
Attacker is one size category larger no modifier
Attacker is two size categories larger -1 penalty
Attacker is three size categories larger -3 penalty
Attacker is four size categories larger -5 penalty
Attacker is five size categories larger -7 penalty

Movement Rate

     All characters have a base movement rate equal to their racial norm. This movement rate is modified to the positive and negative by the factors listed below.

Table 4. Strength Modifiers to Movement Rate
Strength Score Modifier
Strength of 1 -5
Strength of 2-3 -3
Strength of 4-5 -2
Strength of 6-7 -1
Strength of 8-16 0
Strength of 17-18/50 +1
Strength of 18/51-18/99 +2
Strength of 18/00-20 +3
Strength of 21-22 +4
Strength of 23 +5
Strength of 24 +6
Strength of 25 +7

Table 5. Dexterity Modifiers to Movement Rate
Dexterity Score Modifier
Dexterity of 1 -6
Dexterity of 2 -4
Dexterity of 3 -3
Dexterity of 4-5 -1
Dexterity of 6-15 0
Dexterity of 16 +1
Dexterity of 17-18 +2
Dexterity of 19-20 +3
Dexterity of 21-23 +4
Dexterity of 24-25 +5

Table 6. Armor Modifiers to Movement Rate
Dexterity Score Modifier
Ring mail, scale mail, or hide armor -1
Chain mail, splint mail, or banded mail armor -2
Plate mail, field plate mail, or full plate mail armor -3

     Thus, a dwarf with average Strength and Dexterity wearing plate mail would have a movement rate of 3. A human with a Strength of 18/23 wearing chain mail would have a movement rate of 11.
     Note, magical armor reduces the movement rate modifier by 1 for every two pluses (round up). Thus, magical plate +2 would only reduce the character's movement rate by a factor of two, rather than three. If the dwarf in the previous example had been wearing plate +3, his movement rate would have been 5.
     Characters have three categories of movement rates: Top Movement Rate (TMR), Battle Movement Rate (BMR), and Movement Rate While Concentrating (MRWC). These differing movement rates are used in different situations, explained below.
     Top Movement Rate is the character's modified Movement rate, in tens of feet, per round (a period of time equal to 10 seconds). This is the top speed the character can hit while sprinting full out. While sprinting, the character may add his level, plus 1d10, to the distance sprinted, in feet.
     Battle Movement Rate is the maximum safe distance a character can move in one action without leaving himself open to attack. It is equal to 1/3 of the character's TMR (round up). For each action a character has in a round, he can move one unit of BMR.
     Movement While Concentrating is the distance a character can move while engaging in an action. This includes situations like walking while spellcasting, or a fighter maneuvering into position to shoot an arrow. It is equal to 1/3 of the character's BMR (round up).
     For example, Blackadder, an elven fighter/mage, has a TMR of 15 (12 for elves, +5 for high Strength and Dexterity, -2 because he is wearing chain mail). During battle, he has a BMR of 5 (one third of 15). He has a MRWC of 2 (5 divided by 3 = 1.66, round up to 2).

Noticing Spellcasting

     In general, spellcasting is not something done covertly. However, a mage or cleric may wish to cast a spell without anyone noticing. Should this occur, it is helpful to have a basic description of what is required when spellcasting.
     Verbal Components: verbal components can involve anything from a whisper to a shout. Unless the spell description states otherwise, it is assumed that verbal components can be whispered.
     Somatic Components: somatic components may involve hand gestures, shaking the head, stamping of feet, etc. Unless the spell description states otherwise, it is assumed that these gestures may be minimized to appear less obvious.
     Material Components: in the World of Tryll, material components are mostly unnecessary. However, if the DM uses material components, then there is no way to modify or minimize the use of these items.
     Should a mage wish to cast without being noticed, it is assumed that he is whispering verbal components, and minimizing somatic components. These slight alterations to the spell impose a 2% chance per spell casting time (in segments) of spell failure, and a 1% chance per spell casting time (in segments) of the spell backfiring.
     For instance, if a mage wanted to cast a lightning bolt without being noticed, he would have a 6% chance of spell failure, and a 3% chance of the spell backfiring. These numbers are then added together, and percentile dice are rolled. Therefore, if 01-03% is rolled, the spell backfires. If 4%-9% is rolled, the spell simply fails.
     When a spell is cast covertly, anyone the DM rules might notice it may make a Perception check (or Intelligence, if the optional Perception statistic is not used). The check is modified positively by 1 for every segment of the spell's casting time (thus, a spell with a casting time of 4 would add a +4 bonus to the Perception check).
     This may be modified further by the DM, based on the situation. For instance, if the spell casting occurred in the middle of a bar fight, the DM may add an additional -4 penalty to any applicable Perception checks.
     If successful, spellcasters (and those reasonably familiar with the spellcasting process) will realize that the mage/cleric is casting a spell. Those unfamiliar with spellcasting in general will notice only that the character is mumbling and/or gesticulating strangely.

Perception

     Perception is a new Player Character ability score (like Strength or Wisdom). This ability determines how perceptive the character is; how likely he is to notice difficult to see items, variations in temperature - anything which may be noticed, but not automatically.
     Highly perceptive characters receive bonuses to their Surprise checks (sic), as per the following table.

Table 7. Perception
Ability Score Surprise Roll Modifier
1-3 -2
4-5 -1
6-12 0
13-16 +1
17 +2
18 +3
19 +4
20-25 +5

Surprise

     Most creatures use a base 1d10 to determine if they are surprised in a given situation. Some creatures may cause others to have negative or positive modifiers applied to their surprise check. The table below shows the surprise chances for the major races.

Table 8. Surprise Checks
Race Chance of Being Surprised
Human, Half-elf, Dwarf 1-3 on a 1d10
Elf 1-2 on a 1d10
Half-Giant, Minotaur 1-4 on a 1d10
Kender 1 on a 1d10

Waking Up

     Often, the DM will need to determine how likely a character is to wake up while sleeping. This is a function of Perception, modified for certain situations. Obviously, the more tired the character is, the harder it will be for him to awaken. The table below examines several common situations. The DM will have to determine modifiers for situations not covered below.

Table 9. Situational Modifiers to Waking Up
Situation Modifier
Very heavy sleeper -8
Very light sleeper -8
Faint noise (twig breaking, a whisper) -5
Moderate noise (normal conversation, dropped cooking pot) -2
Loud noise (nearby shout or scream, thunder) +2
Extremely loud noise (shouting in sleeper's ear, lightning strike nearby) +5
Poking or prodding the sleeper -3
Roughly shaking the sleeper +5
Physical attack on sleeper Automatic
Water in sleeper's face +5

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