Beyond the Bucket: Is Earl’s Guide to Action-Resolution Combat The Decade Scale: Fast-Play Stunts for the Tygerian Isles with Rulings Over Rules: Shredding the Dice Bucket in Zimralac that will allow players to Strike from the Shadows: using The following Universal Saving Roll Resolution Mechanic
A Prologue: A Nod to the Troll Godfather
Before we dive into the grit and grease of the mechanics, I want to take a moment to tip my hat to the man who started it all—Ken St. Andre. In the spirit of the "Zero Edition" and every edition since, Ken taught us that the story belongs to the players and the GM, not the rulebook.
Ken, we’re thinking of you today. Whether you’re at the gaming table or taking a mandatory "rest round" in the hospital, your philosophy of "Rulings, not Rules" is the heart of everything we do in Zimrala. This post is a celebration of that loosey-goosey, high-octane spirit you gave us. Get well soon, Troll Godfather. We need you back at the forge.
The End of the Dice Bucket
In the humid, shadow-drenched jungles of the Tygerian Isles, combat shouldn't feel like an accounting session. For years, we’ve used the classic Monsters! Monsters! and Tunnels & Trolls "bucket of dice" system. It’s iconic, but sometimes, when the Tiger Force is pinned down, you need speed.
My players are tired of the math; they want the story. Inspired by Ken’s original vision and the refined 2.7 rule set, I am officially retiring the aggregate melee roll for my high-action sessions. In its place, we use a Universal Action-Resolution System powered by Saving Rolls (SRs).
Zero Edition Soul, 2.7 Speed: Earl’s GM Rules for High-Octane Play
Earl’s GM Rules: The Decade Scale (10 x The Level)
In my sessions at the Shreveport Cabin, I prefer the Decade Scale for my on-the-fly play. It is the cleanest way to adjudicate a heroic action without breaking the narrative flow.
The Target Number (TN) Cheat Sheet:
Level 1: TN 10 (A standard professional feat)
Level 2: TN 20 (A solid challenge)
Level 3: TN 30 (Heroic action)
Level 5: TN 50 (Legendary/Cinematic)
Level 10: TN 100 (Mythic —Fighting a Monster of Mythic proportains or saving the Myth from reality)
Level 100: TN 1000 (Cosmic—closing a multiverse portal)
The Expanded Stunt Menu: Athletics, Acrobatics, & Combat
Now that you have the scale, here is the toolkit. In this system, characters forgo their standard "adds" to attempt a narrative pivot using the Decade Scale.
Athletics & Feats of Might (Strength / Constitution)
The Bull Rush: Plowing through a line of enemies to reach an objective.
Success: You move through the space; enemies are knocked prone.
Battering: Using your body or a heavy object to break through a shield wall or a reinforced door.
The Final Stand: A Constitution SR to stay conscious and take one final action even after your CON reaches zero.
Grappling/Shoving: Forcing an opponent into a hazard or pinning them to the floor. Roll: Strength (STR) SR.
Acrobatics & Movement Stunts (Dexterity / Speed)
Tumbling: Moving through an enemy's guarded space without taking a "parting blow."
The Death from Above: Swinging from a jungle vine or a cabin chandelier to strike an opponent.
Reward: Usually bypasses armor or adds a level of damage.
Balance/Climbing: Fighting from a narrow ledge or scaling a cliff mid-combat to gain the high ground.
Tactical Combat Physical Maneuvers
Disarming: A Dexterity SR to knock a weapon or an Ether-tech device from an enemy's hand.
Hamstringing/Precision: Targeting a specific limb to disable a monster’s movement or special ability.
Outmaneuvering: A Speed or Intelligence SR to position yourself so the sun is in the enemy's eyes, granting a bonus to your next round.
Taunting/Intimidation: Using Charisma or IQ to distract a foe, forcing them to focus only on you and ignore your allies.
Tripping/Knocking Down: Kick a Trow’s legs or shield-bash a deserter. Roll: Strength (STR) or Dexterity (DEX) SR.
Environmental Actions (Luck / Dexterity)
Blinding: Hurling sand, chemicals, or the Ink of Anticipation into a foe's eyes.
Dropping Objects: Pushing a stone idol or a heavy crate onto a cluster of enemies.Roll: Strength (STR) or Luck (LK) SR.
Diving for Cover: A Luck or Speed SR to avoid area-of-effect hazards like a grenade or an Ether Dragon’s breath.
Modern Implementation (2.7 meets 5th Edition)
For those of you still running 5th Edition or the newest 2.7, this system bridges the gap. You keep your attributes and your D6s, but you lose the math-heavy slowdown.
Experience Points (AP): In the spirit of rewarding bravery, every adventure-worthy SR earns XP equal to the [Total of Dice Rolled] times [Level of Save].
Whether you are exploring the Tygerian Isles or defending the Shreveport Cabin, remember: the story moves as fast as your dice can roll.
— The Hedge Wizard of the Shreveport Cabin yours for now Captain Hedges
Product Identity & Legal
The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The world of Zimrala, The Tygerian Isles, The Ether Dragons, The Tiger Force Shadow Saga, The specific "Hedge Wizard of the Shreveport Cabin" persona, The "Royal Cartographer" archetype and the character "Emperor Rajah." Unique Items: The Ink of Anticipation, The Compass of Lost Things, Parchment of Echoes, The Scope of the True Meridian, The Rod of Infinite Spanning, and The Plumb of Gravity’s Anchor. Monsters! Monsters! and Humans, Humans (1st Edition) are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission. The statistics and game mechanics provided herein are designated as unofficial playtest material for the Tygerian Isles campaign setting. © 2025 Arthur Earl C. Hedges Jr. All rights reserved.


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