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<blockquote data-quote="Lord Zardoz" data-source="post: 4084139" data-attributes="member: 704"><p>I think that grittiness in game terms refers to the feeling of being up against the edge of defeat without being pushed over. Stylistically it would seem to indicate something like having 9 arrows and 7 enemies to kill while being on the run while bleeding from a wound to your shoulder.</p><p></p><p>It would seem that based on playtest reports that the mechanical aspects do not lend themselves a whole lot to gritty gameplay. You can surely have your ass handed to you in a fight. But there may not be a whole lot of middle ground between being perfectly healthy and dead outside of a fight. Taking a severe beating in the first fight of the day may not reflect its self on the next fight if you have your per encounter abilities back and your hitpoints were mostly recovered. It may even strain your suspension of disbelief if you have had 4 such fights that day and your still in pretty good shape for the 5th.</p><p></p><p>In 3rd edition if you just barely made it out of one fight, the next fight would probably wipe you out. You could be put on the run, forced to go to ground to recover. You might be inclined to try a stealth approach if your cleric had only a few healing spells left, and the party Barbarian had only 1 or 2 more rages left for the day.</p><p></p><p>But then again, grit is typically overcome by the use of a 15 minute adventuring day. Why press onward if you could just bugger off, take an 8 hour nap, and have at it again fresh?</p><p></p><p>In 3rd edition, those who advocate gritty also seem to dislike having to manage overcomplicated high level play for whatever reason. I think you can recapture gritty in 4th edition by changing your thinking a bit. Start enforcing ammo counts on your archers, and break out Sunder / Disarm type maneuvers. You can create a new type of grit by having your opponents fall back and come at the players again, going for an ongoing game of cat and mouse.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 4084139, member: 704"] I think that grittiness in game terms refers to the feeling of being up against the edge of defeat without being pushed over. Stylistically it would seem to indicate something like having 9 arrows and 7 enemies to kill while being on the run while bleeding from a wound to your shoulder. It would seem that based on playtest reports that the mechanical aspects do not lend themselves a whole lot to gritty gameplay. You can surely have your ass handed to you in a fight. But there may not be a whole lot of middle ground between being perfectly healthy and dead outside of a fight. Taking a severe beating in the first fight of the day may not reflect its self on the next fight if you have your per encounter abilities back and your hitpoints were mostly recovered. It may even strain your suspension of disbelief if you have had 4 such fights that day and your still in pretty good shape for the 5th. In 3rd edition if you just barely made it out of one fight, the next fight would probably wipe you out. You could be put on the run, forced to go to ground to recover. You might be inclined to try a stealth approach if your cleric had only a few healing spells left, and the party Barbarian had only 1 or 2 more rages left for the day. But then again, grit is typically overcome by the use of a 15 minute adventuring day. Why press onward if you could just bugger off, take an 8 hour nap, and have at it again fresh? In 3rd edition, those who advocate gritty also seem to dislike having to manage overcomplicated high level play for whatever reason. I think you can recapture gritty in 4th edition by changing your thinking a bit. Start enforcing ammo counts on your archers, and break out Sunder / Disarm type maneuvers. You can create a new type of grit by having your opponents fall back and come at the players again, going for an ongoing game of cat and mouse. END COMMUNICATION [/QUOTE]
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