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There are several versions of Tunnels and Trolls available, with a good deal of variation in the format between them. Is there a good summary of the changes between the different versions?

(I'm especially interested in the more modern releases: 5.5, 7, The "alternate" system from 7, 7.5, 8, and Deluxe.)

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4 Answers 4

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I can only speak to editions 4 onward...

4th Ed:

  • attributes on 3d6
  • Attributes ST DX CN IQ LK CH
  • Types: Warrior, Wizard, Rogue
  • Weapon damages presume 1d for daggers, 0D unarmed
  • Combat Adds on St, Dex, Lk
  • Rogues have a level limit; at cap, change class to warrior or wizard
  • No spell schools
  • Level by total EP
  • Saving rolls presumed to be LK; other stats optional
  • Saving rolls fail on natural rolls of 3 (⚀⚁) and 4 (⚀⚂) that aren't doubles

5th Edition:

  • attributes on 3d6
  • Attributes ST DX CN IQ LK CH and optionally SP
  • Types: Warrior, Wizard, Rogue, Warrior-Wizard
  • Weapon damages presume 1d for daggers, 0D unarmed
  • Combat Adds on St, Dex, Lk
  • No spell schools
  • Weapon damages hit "modern" levels; 1d unarmed, 2d daggers.
  • Level by total EP
  • Saving rolls presumed to be LK; other stats optional but encouraged
  • Saving rolls fail on natural rolls of 3 (⚀⚁) and 4 (⚀⚂) that aren't doubles

5.5 Edition

  • attributes on 3d6 TARO
  • Attributes ST DX CN IQ LK CH and optionally SP
  • Types: Warrior, Wizard, Rogue, Warrior-Wizard
  • Weapon damages presume 1d for daggers, 0D unarmed
  • Combat Adds on St, Dex, Lk
  • No spell schools
  • Talents optional
  • Level by total EP
  • Saving rolls presumed to be LK; other stats optional but encouraged
  • Saving rolls fail on natural rolls of 3 (⚀⚁) and 4 (⚀⚂) that aren't doubles

7.0 Main book

  • attributes on 3d6 TARO
  • Attributes ST DX CN IQ LK CH WZ SP
  • Types: Warrior, Wizard, Rogue, Paragon, Citizen, Specialist (Specialist Mage, Leader, Ranger)
  • Weapon damages presume 2d for daggers, 1D unarmed
  • Combat Adds on St, Dex, Lk
  • spell schools listed
  • Talents optional, different from 5.5
  • Level by highest of 4 attributes by type; EP raise attributes
  • Saving rolls now on any attribute.
  • Saving rolls fail on natural rolls of 3 (⚀⚁)

7.5 Main book

  • attributes on 3d6 TARO
  • Attributes ST DX CN IQ LK CH WZ SP
  • Types: Warrior, Wizard, Rogue, Paragon, Citizen, Specialist (Specialist Mage, Leader, Ranger)
  • Weapon damages presume 1d for daggers, 0D unarmed
  • Combat Adds on St, Dex, Lk
  • spell schools listed
  • Talents optional, different from 5.5 and 7.0 (but close to 7.0)
  • Level by highest of 4 attributes by type; EP raise attributes
  • Saving rolls fail on natural rolls of 3 (⚀⚁)

Deluxe

  • attributes on 3d6 TARO
  • Attributes ST DX CN IQ LK CH WZ SP
  • Types: Warrior, Wizard, Rogue, Paragon, Citizen,
  • Weapon damages presume 1d for daggers, 0D unarmed
  • Combat Adds on St, Dex, Lk
  • spell schools listed
  • Talents optional, different from 5.5 and 7.0 (but close to 7.0), and can be (with very narrow limits) raised directly with EP.
  • Level by highest of 4 attributes by type; EP raise attributes and talent bonuses.
  • Extensive world background
  • Saving rolls fail on natural rolls of 3 (⚀⚁)
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  • \$\begingroup\$ As I am digging through D T&T in prep for a campaign in October, I am wondering if you played all of those editions ... may have a further question. \$\endgroup\$ Sep 23, 2019 at 21:19
  • \$\begingroup\$ Yes, @KorvinStarmast. FTF: 5, 5.5, 7, 7.5, D; Solo: 4, 5, 5.5, 7, 7.5. I've also run a few sessions of the 4th derivative Monsters! Monsters and the 5.0 derivative MSPE \$\endgroup\$
    – aramis
    Oct 1, 2019 at 19:06
  • \$\begingroup\$ Great. Can you take a peak at the recent question I asked about Deluxe T&T? I am trying to get a fix on a weapon ruling to help my GM and to be smart about putting my Warrior together. We have our first session on Monday and I want to have my character ready to go. (Also, in Deluxe, combat adds on str, speed, dex, and luck and I think the text has AP (adventure points versus EP but same thing) \$\endgroup\$ Oct 1, 2019 at 19:09
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I unfortunately have not played T&T and am unable to provide a full documentation of the patch notes, however here are some of the main differences between 5 and 7.5 based on information I can gather, and a quick read through the rule books for both.


System differences

  • 7.5 contains separate magic casting and magic resistance stats, 5 uses Strength as the magical casting stat
  • 7.5 contains more classes
  • 7.5 uses a modified levelling system
  • 7.5 introduces a "talent" system, as well as a more solid grasp of the "Stunts" system
  • 7.5 is designed in general to be more structured
  • Saving rolls are calculated differently between the 2 editions, but the final result is the same
  • 7.5 Has more lenient systems for encumbrance, wielding weapons that are over weight and movement calculations.
  • 5.5 Has more dynamic monster behaviour laid out in the rulebook, including reactions to players beyond attack till death.

Non system based differences

  • 7.5 seems to assume a high degree of knowledge in it's rulebook of previous editions of the game
  • From what I can gather the community seems to deem 5.5 as the superior version

Some more Information is available Here as this is one of the best articles on the subject I found.

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A key difference is that in versions 7 and above, monsters don’t lose attack dice as their MR is reduced — just the adds, which as usual are 1/2 of the current monster rating (MR).

In 5E, a monster with an MR of 100 that takes 90 damage (down to 10 MR) will drop from 11d6 plus 50 adds, to 2D6 plus 5 adds. But in 7E and above, it will get its original 11D6, plus 5 adds.

This makes monsters somewhat more difficult to finish off, since they don’t lose attack dice as they take damage.

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    – Someone_Evil
    May 27, 2019 at 8:58
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There are a few errors in the Deluxe section in the answer from aramis, but I can't reply to it directly because I'm new here.

  • Daggers are not 1D - the weakest dagger listed in the Daggers section is 2D, while the strongest is 2D+5.
  • Unarmed combat is not 0D. It is 1D * the kindred's STR multiplier. So a Midgardian Dwarf with a *2 STR multiplier, gets 2D in unarmed. (For warriors, add their warrior bonus of 1D per level as well.)
  • Combat adds are on STR, DEX, LK, and SPD as well. (SPD was left out above.)
  • Level is not determined by highest of 4 attributes. It is determined by highest of all 8 attributes. If your highest attribute is 20, you're level 2. If your highest is 36, you're level 3, and so on. Doesn't matter which attribute.
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