being killed. Dexterity (DEX) represents agility, nimbleness and affects marksmanship. Charisma (CHR) represents attractiveness and leadership ability. Later editions add the following prime attributes: Wizardry (WIZ) replaces Strength for powering magic points. Also called Power (POW)''' in the 5.5 Edition. Speed (SPD) represents reaction speed and, in some editions, movement rate. A new character begins with a randomly generated score for each attribute, determined by rolling three six-side dice. Character races The rules recommend that novice players create human characters but also offer the options of elves, dwarves, and hobbits. Other races like leprechauns and fairies serve as additional character options. A character's race affects his or her attributes. A player may also choose to play as a "monster race" such as a zombie or vampire. Character classes Players also choose a character class for their character. The two base classes are Warriors and Wizards. Wizards can cast spells but have combat limitations. While Warriors cannot cast magic, they are allowed the full use of weapons, and armor is twice as effective in blocking damage. Rogues and Warrior-Wizards are also available as character classes. Both classes combine the abilities of the Warrior and the Wizard. Rogues in Tunnels & Trolls, unlike the Rogue classes in Dungeons & Dragons, are not thieves, but could be more accurately described as 'Rogue Wizards'. Rogues are limited in their spell-casting abilities, can use the same range of combat weapons and armor as a warrior, and do not receive the Warrior's armor bonus or the Wizard's spell-creating ability. Warrior-Wizards are not so limited, but the player must be lucky with the dice when creating the character: high minimum attribute scores are required. Later editions include new classes such as Specialist Mage, Paragon (a renaming of the Warrior-Wizard), Leader, and Ranger. Starting equipment and money New characters begin with a number of gold pieces determined by rolling three six-sided dice and multiplying the total by ten. These gold pieces can be used to buy weapons, armor, and other equipment. Combat Combat is handled by comparing dice rolls between a character and his opponent. Both sides roll a number of dice determined by which weapon is in use, then modify the appropriate result by "personal adds". Totals are compared, with the higher roll damaging the opposing combatant by the difference in totals. Armor absorbs this damage taken, and any amount remaining is subtracted from the Constitution attribute.Tunnels