& Trolls is unusual among roleplaying games in conducting mass combat resolution with one set of rolls, as the above system applies to combat between any number of opponents. Personal adds are determined by Strength, Luck, and Dexterity. For every point above 12 possessed in each of these attributes, the character receives a one-point bonus to his personal adds. Similarly, for every point below 9 possessed in each of these attributes, the character receives a one-point penalty. In the 7th Edition, the formula was changed to include Speed in the personal adds. This also applies to the Deluxe Edition. The 5.5, 7th and Deluxe editions include 'spite damage' whereby each "6" rolled on the combat dice causes a minimum of one damage to be inflicted on the opposing side, regardless of armor or the respective combat totals. This helped resolve the interminable stalemate that could occur between evenly matched, heavily armored opponents. Saving rolls The Saving Roll (SR) is used during combat to break a stalemate or overcome the characters being outmatched as well as for use of ranged weapons. The SR is also used in all other tests of skill or luck the characters may be presented with by the GM or solo adventure. Checks are made using a character's attribute plus 2d6 (doubles add and roll over) against a difficulty level based on the task at hand. For every level of saving roll the formula is 15+5x, with x being the level of difficulty. This was one of the earliest uses of this mechanic in RPGs. Reception In the third issue of The Space Gamer, Brant Bates called the first edition of Tunnels & Trolls "very playable, and a lot of fun", and recommended it for fantasy fans who are "not purists." Lewis Pulsipher reviewed Tunnels & Trolls for White Dwarf #2, and stated that "T&T is much more limited than D&D in every way. Anyone who likes T&T will sooner or later 'graduate' to the much more satisfying (and much more widely played) D&D." Five years later, in the March–April 1980 edition of The Space Gamer (Issue 27), Steve Jackson said of the 5th edition, "On the whole, a good book, worth the price for any adventure gamer just for the ideas and comments it holds. A must for anyone playing T&T with an earlier edition." That same year, in the July 1980 edition of Ares (Issue