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10/23/2016

> JJB's Seven Solo Spicing House Rules - JongJungBu's Tunnels & Trolls 5th Edition Gathering And Paraphernalia (JJB's TnT5e GAP)

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TnT5e GAP)
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The following are some house rules I apply to spice up solos a little bit. Some of these
could technically be official [and some are in later editions], but I have delineated some
specifics that I like to follow.
1. Between Adventures: After leaving a solo adventure, the character must consume 1
Provision. This provision must have been purchased before the solo or acquired during it as
these are meals the character consumed along the adventure perhaps. Failure to consume
any provisions will require a loss of 1d6 CON.
2. Healing: To recover naturally and speed up time, the character may restore 1 CON per
day of relaxed activity outside of [solo] adventuring. Each point of CON restored will
require the consumption of 1 Provision (or equivalent means if you wish to roleplay further
but I use this method for simplicity sake).
3. Spite Damage: 1 Hit for every 6 rolled bypasses armor and inflicts wounds upon the
opposition in each combat round, whether the opponent wins or loses. Spite damage works
in both directions of course.
4. Losing ST: If ST falls to either 1 or 2, the player must roll a Level 1 SR on CON or fall
unconscious until ST is recovered. If magic caused ST to fall below 3, the level of the SR
instead equals the level of the spell cast.
5. Treasure Value: In cases where treasure is acquired that you wish to sell, but no coin
value is given, roll 3d6 and multiply by 10 to determine the total value in gold pieces.
6. Weight Units: In cases where treasure is acquired that you wish to carry, but no weight
is given, assign a weight of 1 for jewelry and jewelry sized items, 100 for excessively large
bulky items, and 10 for anything else. When all else fails, use 10.
7. Combat Maneuvers: Feel free to apply various combat styles and tricks to spice up
combat. In particular, I like these two from Arena of Khazan.
Dodge - On the first round of melee range combat, roll L2 SPD SR (roll 3d6 to determine
Speed if it hasn't been rolled yet); on success you may hit-and-run, performing an attack
(missile, magic, or melee) without getting attacked back; on failure, you get no attack and
must take the full blow of the target opponent's attack yourself.

https://sites.google.com/site/jongjungbu/solo-adventures-2/spice-solo-house-rules

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10/23/2016

> JJB's Seven Solo Spicing House Rules - JongJungBu's Tunnels & Trolls 5th Edition Gathering And Paraphernalia (JJB's TnT5e GAP)

Trip - Once per opponent, make a L1 IQ SR to trip your opponent in melee range; on
success, they cannot defend themselves (no shield/parry) and cannot make a melee attack
this round; you must make a melee attack this round. On failure, the reverse is now applied
to you--you lose your turn this round and your shield/parry capability this round while the
enemy makes a full melee attack. You cannot attempt to Trip an opponent if you have
already chosen a missile or magic attack this round, and as well this has no effect on
opponents who've already made their attack via missile or magic this round.

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