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Differences TMB Vs BotSE

The document outlines gameplay mechanics for a tabletop game, comparing elements from 'Too Many Bones' and 'Elder Scrolls: BotSE'. Key features include character classes, skill lines, dice mechanics, and turn order, emphasizing the differences in combat and movement strategies. It also describes the battle map structure and how enemy and adventurer interactions are determined.

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FranzAudiø
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0% found this document useful (0 votes)
60 views1 page

Differences TMB Vs BotSE

The document outlines gameplay mechanics for a tabletop game, comparing elements from 'Too Many Bones' and 'Elder Scrolls: BotSE'. Key features include character classes, skill lines, dice mechanics, and turn order, emphasizing the differences in combat and movement strategies. It also describes the battle map structure and how enemy and adventurer interactions are determined.

Uploaded by

FranzAudiø
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Too Many Bones Elder Scrolls: BotSE

Rolling bones Rolling Tenacity result


Backup Plan Character Class (e.g. Sorcerer)
Gearloc's Innate & Innate+1 Character Class ability: Novice >> Master
Start with one skill line and add more from towns later - dice levels
4 skill lines with arrow flows 1-4
Training Points - each die and stat costs one Experience points - variable costs to train dice and stats
Attack and Defense dice Combat dice - act differently depending on battle stance
Consumable dice No real equivelent - but Race is close with a Once Per Battle ability
Exhausted dice go to Cooldown (new concept). They can be
Exhausting dice - each skill die usable once per battle recovered on later turns. Drained dice leave for rest of combat
(typically) (similar to exhausting in TMB)
Status dice on enemies work similary, but no countdown - lasts
Status dice - always on chip (baddie/gearloc), countdown at whole battle. Status for adventurers goes into cooldown and
start of turn remains that until recovered or removed.
Maps are hex based - clashes are fixed size, but dungeons and
Battle map is 4 x4 grid delves are variable
Can have multiple "engages" (rolling dice) and one movement
Gearloc turn - must move first then attack/roll before or after first engage
Stamina determines movement; either Magika or Stamina
Dexterity stat for moving and rolling dice determines # of dice to roll; movement does not subract dice count
Battle stance determines melee/ranged - Stamina or Magica
Melee vs Ranged - determined by Gearloc determine how far
Baddie Pool is deteremined by Day counter Enemy pool is determined by "Group Experience"
Adventurers always go first, they decide which one is first and go
clockwise, companions act after adventurers, then enemies go in
Gearlocs rolled initiative dice to determine turn order order of highest level down
Baddies rolled Def dice to build up defense. Once removed,
had to be re-rolled to get it back Enemies has printed defense values that apply to every engage

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