As the 'golden age' of Tunnels and Trolls solo module publishing matured, the matrices were applied to more aspects of game play. I've been thinking a lot about solo module writing in general and I'm starting to mess around with more matrices.
One way that solo-module play suffers as compared to GM-player(s) sessions is that the negotiation of Saving Roll levels (for anything, but specifically here) for combat tricks/actions/maneuvers is impossible. So I was thinking about a matrix of combat manoeuvres, yielding a Saving Roll level and stat, to allow for more combat flexibility. It's not the kind of thing that is necessary, but it can lead to breaking a stalemate, creating an opportunity for escape, bypassing armor, etc...
Following is a table giving a rough idea, where the columns are 3 creatures (instead of the paragraph in which that creature is to be found...)
|Desperate Stab(DX)||bad||ok||bad||Roll 1/2 damage and apply it, bypassing armor.|
|Stunning Bash(ST)||good||bad||ok||(good party!)|
|Trip(DX)||ok||bad||bad||Flee or foe at 1/2 CBT next round|
|Riposte(ST)||ok||no||ok||Deal damage to foe equal to its CBT|
|Feint(DX)||ok||no||ok||Foe at 1/2 CBT next round|
Early hashed implementation.
good = level 1 SR
ok = level 2 SR
bad = level 4 SR
no = SR cannot be made.
something I'll be working on some more - along with trying to get my head wrapped around the process of writing solo module in the first place...ugh