© Daniel S. Wall, October 17, 2026.
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This house-rule is designed for Tunnels and Trolls. It is intended to accomplish 2 things; 1) to randomize the proportion of damage taken by characters on the losing side of melee combat, and 2) enable tactical options to focus damage on specific opponents or protect others.
Random Shares: Instead of distributing the damage proportionately to those on the losing side of a melee round, he proportion of damage going to each character is semi-randomized before the actual combat rolls are made. Each character will roll a die 6 every round. On roll of 1-3, they get 1 share of damage. On a roll of 4-5, they get 2 shares of damage. On a roll of 6, they get 3 shares of damage.
Focus: Characters in melee combat may influence proportions of damage by targeting enemies or defending allies, but doing so always increases their own share of damage in the event of a loss. In effect, the character is declaring a focus that will influence the proportion of damage suffered by those in combat. The GM may veto any of these decisions, if she feels for any reason that the character declaring a given focus of attention is unable to affect combat in the manner chosen by the player.
Players should make these decisions before random shares are rolled and without knowledge of enemy preferences. It is up to the GM to decide whether or not players may discuss the decisions among themselves. Either way, a player can choose between five different options for their focus in the coming melee combat; attackin recklessly, defending, fighting straight up: and targeting. These work as follows:
Attacking Recklessly: This adds 1 point of damage to any Spite rolls made by the character in question, but it also adds 1 share to her own damage in the event of a lost combat round.
Defending: A Character may declare themselves to be protecting a given ally. Doing so reduces the shares going to that character by 1. It also means the character declaring this focus will add 1 to their own shares of potential damage.
Fighting Straight Up: The character makes no adjustments to their shares or that of anyone else.
Playing it Safe: A Character may declare themselves to be playing it safe in which case they reduce their own shares of damage by 1, but they also halve their own contribution to the fight (rounding their total attack contribution high).
Targeting: A Character may declare themselves to be directing their attacks on a single enemy. Doing so adds 1 to the shares of potential damage for that enemy. It also means the character declaring this focus will add 1 to their own shares of potential damage.
Any Spite damage rolled by a targeting character is automatically applied to their target.
Melee Combat: When using these roles, the general order of combat is as follows: Players first choose a focus for each of their characters before a round of melee combat, and the GM decides for the enemy. All should be written down before proceeding to the combat rolls. Next, random shares are rolled and added to the shares of any given character. The melee combat is then rolled according to the normal rules. When damage is assessed, it is divided by the total shares of the losing side, and the result is rounded high, then multiplied by the shares of each character to determine the total damage taken by that character. Damage is reduced by armor in the usual manner.
The first point of spite damage not otherwise committed to a specific target is assigned first to the enemy with the highest shares, then to others in descending order, repeating as necessary.