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Grim N Gritty Hit Point Rules

Grim N Gritty Hit Point Rules 1

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Ken Hood's infamous ruleset from the early 2000s. In a typical d20 game, a character can suffer tremendous physical damage without batting an eye. Arrows poking from his body like a porcupine, flesh still flaming from a recent fireball attack, and a toothy beast gnawing on his leg, the character strides about with aplomb, no more inconvenienced than if he had chipped a fingernail.

That’s fine. Most d20 campaign settings were designed with heroic, cinematic feats in mind. Characters are supposed to wrassle’ the grizzly bahr and be the lone warrior who battles evil hordes. To borrow a line, they are expected to “eat thunder and crap lightnin’.”

These rules, however, are not for that type of campaign. They are provided as alternative rules for a setting where the fights are quick and brutal, where the monsters are unstoppable and terrifying, and where the players must be very careful or end up very dead. They are designed for a setting where a man can die painfully from a single sword stroke and the claws of the beast can rend even the most skilled warrior from crotch to throat.

These are rules for a dark fantasy or horror setting. Or perhaps one with a simply more “realistic” type of violence. If you use these rules, your characters will be made of paper in a world where the monsters are made of steel. Dragons will lay waste to legions. A single giant will obliterate cities. Death will await every adventurer with a naked blade. Stealth, maneuver, cunning, and avoidance will become the order of combat.

If this is what you seek in your gaming experience, then you have found it. Enjoy.


Ken Hood's infamous ruleset from the early 2000s. In a typical d20 game, a character can suffer tremendous physical damage without batting an eye. Arrows poking from his body like a porcupine, flesh still flaming from a recent fireball attack, and a toothy beast gnawing on his leg, the character strides about with aplomb, no more inconvenienced than if he had chipped a fingernail.

That’s fine. Most d20 campaign settings were designed with heroic, cinematic feats in mind. Characters are supposed to wrassle’ the grizzly bahr and be the lone warrior who battles evil hordes. To borrow a line, they are expected to “eat thunder and crap lightnin’.”

These rules, however, are not for that type of campaign. They are provided as alternative rules for a setting where the fights are quick and brutal, where the monsters are unstoppable and terrifying, and where the players must be very careful or end up very dead. They are designed for a setting where a man can die painfully from a single sword stroke and the claws of the beast can rend even the most skilled warrior from crotch to throat.

These are rules for a dark fantasy or horror setting. Or perhaps one with a simply more “realistic” type of violence. If you use these rules, your characters will be made of paper in a world where the monsters are made of steel. Dragons will lay waste to legions. A single giant will obliterate cities. Death will await every adventurer with a naked blade. Stealth, maneuver, cunning, and avoidance will become the order of combat.

If this is what you seek in your gaming experience, then you have found it. Enjoy.


Ken Hood's infamous ruleset from the early 2000s. In a typical d20 game, a character can suffer tremendous physical damage without batting an eye. Arrows poking from his body like a porcupine, flesh still flaming from a recent fireball attack, and a toothy beast gnawing on his leg, the character strides about with aplomb, no more inconvenienced than if he had chipped a fingernail.

That’s fine. Most d20 campaign settings were designed with heroic, cinematic feats in mind. Characters are supposed to wrassle’ the grizzly bahr and be the lone warrior who battles evil hordes. To borrow a line, they are expected to “eat thunder and crap lightnin’.”

These rules, however, are not for that type of campaign. They are provided as alternative rules for a setting where the fights are quick and brutal, where the monsters are unstoppable and terrifying, and where the players must be very careful or end up very dead. They are designed for a setting where a man can die painfully from a single sword stroke and the claws of the beast can rend even the most skilled warrior from crotch to throat.

These are rules for a dark fantasy or horror setting. Or perhaps one with a simply more “realistic” type of violence. If you use these rules, your characters will be made of paper in a world where the monsters are made of steel. Dragons will lay waste to legions. A single giant will obliterate cities. Death will await every adventurer with a naked blade. Stealth, maneuver, cunning, and avoidance will become the order of combat.

If this is what you seek in your gaming experience, then you have found it. Enjoy.


Ken Hood's infamous ruleset from the early 2000s. In a typical d20 game, a character can suffer tremendous physical damage without batting an eye. Arrows poking from his body like a porcupine, flesh still flaming from a recent fireball attack, and a toothy beast gnawing on his leg, the character strides about with aplomb, no more inconvenienced than if he had chipped a fingernail.

That’s fine. Most d20 campaign settings were designed with heroic, cinematic feats in mind. Characters are supposed to wrassle’ the grizzly bahr and be the lone warrior who battles evil hordes. To borrow a line, they are expected to “eat thunder and crap lightnin’.”

These rules, however, are not for that type of campaign. They are provided as alternative rules for a setting where the fights are quick and brutal, where the monsters are unstoppable and terrifying, and where the players must be very careful or end up very dead. They are designed for a setting where a man can die painfully from a single sword stroke and the claws of the beast can rend even the most skilled warrior from crotch to throat.

These are rules for a dark fantasy or horror setting. Or perhaps one with a simply more “realistic” type of violence. If you use these rules, your characters will be made of paper in a world where the monsters are made of steel. Dragons will lay waste to legions. A single giant will obliterate cities. Death will await every adventurer with a naked blade. Stealth, maneuver, cunning, and avoidance will become the order of combat.

If this is what you seek in your gaming experience, then you have found it. Enjoy.


Ken Hood's infamous ruleset from the early 2000s. In a typical d20 game, a character can suffer tremendous physical damage without batting an eye. Arrows poking from his body like a porcupine, flesh still flaming from a recent fireball attack, and a toothy beast gnawing on his leg, the character strides about with aplomb, no more inconvenienced than if he had chipped a fingernail.

That’s fine. Most d20 campaign settings were designed with heroic, cinematic feats in mind. Characters are supposed to wrassle’ the grizzly bahr and be the lone warrior who battles evil hordes. To borrow a line, they are expected to “eat thunder and crap lightnin’.”

These rules, however, are not for that type of campaign. They are provided as alternative rules for a setting where the fights are quick and brutal, where the monsters are unstoppable and terrifying, and where the players must be very careful or end up very dead. They are designed for a setting where a man can die painfully from a single sword stroke and the claws of the beast can rend even the most skilled warrior from crotch to throat.

These are rules for a dark fantasy or horror setting. Or perhaps one with a simply more “realistic” type of violence. If you use these rules, your characters will be made of paper in a world where the monsters are made of steel. Dragons will lay waste to legions. A single giant will obliterate cities. Death will await every adventurer with a naked blade. Stealth, maneuver, cunning, and avoidance will become the order of combat.

If this is what you seek in your gaming experience, then you have found it. Enjoy.


Ken Hood's infamous ruleset from the early 2000s. In a typical d20 game, a character can suffer tremendous physical damage without batting an eye. Arrows poking from his body like a porcupine, flesh still flaming from a recent fireball attack, and a toothy beast gnawing on his leg, the character strides about with aplomb, no more inconvenienced than if he had chipped a fingernail.

That’s fine. Most d20 campaign settings were designed with heroic, cinematic feats in mind. Characters are supposed to wrassle’ the grizzly bahr and be the lone warrior who battles evil hordes. To borrow a line, they are expected to “eat thunder and crap lightnin’.”

These rules, however, are not for that type of campaign. They are provided as alternative rules for a setting where the fights are quick and brutal, where the monsters are unstoppable and terrifying, and where the players must be very careful or end up very dead. They are designed for a setting where a man can die painfully from a single sword stroke and the claws of the beast can rend even the most skilled warrior from crotch to throat.

These are rules for a dark fantasy or horror setting. Or perhaps one with a simply more “realistic” type of violence. If you use these rules, your characters will be made of paper in a world where the monsters are made of steel. Dragons will lay waste to legions. A single giant will obliterate cities. Death will await every adventurer with a naked blade. Stealth, maneuver, cunning, and avoidance will become the order of combat.

If this is what you seek in your gaming experience, then you have found it. Enjoy.


Ken Hood's infamous ruleset from the early 2000s. In a typical d20 game, a character can suffer tremendous physical damage without batting an eye. Arrows poking from his body like a porcupine, flesh still flaming from a recent fireball attack, and a toothy beast gnawing on his leg, the character strides about with aplomb, no more inconvenienced than if he had chipped a fingernail.

That’s fine. Most d20 campaign settings were designed with heroic, cinematic feats in mind. Characters are supposed to wrassle’ the grizzly bahr and be the lone warrior who battles evil hordes. To borrow a line, they are expected to “eat thunder and crap lightnin’.”

These rules, however, are not for that type of campaign. They are provided as alternative rules for a setting where the fights are quick and brutal, where the monsters are unstoppable and terrifying, and where the players must be very careful or end up very dead. They are designed for a setting where a man can die painfully from a single sword stroke and the claws of the beast can rend even the most skilled warrior from crotch to throat.

These are rules for a dark fantasy or horror setting. Or perhaps one with a simply more “realistic” type of violence. If you use these rules, your characters will be made of paper in a world where the monsters are made of steel. Dragons will lay waste to legions. A single giant will obliterate cities. Death will await every adventurer with a naked blade. Stealth, maneuver, cunning, and avoidance will become the order of combat.

If this is what you seek in your gaming experience, then you have found it. Enjoy.


Ken Hood's infamous ruleset from the early 2000s. In a typical d20 game, a character can suffer tremendous physical damage without batting an eye. Arrows poking from his body like a porcupine, flesh still flaming from a recent fireball attack, and a toothy beast gnawing on his leg, the character strides about with aplomb, no more inconvenienced than if he had chipped a fingernail.

That’s fine. Most d20 campaign settings were designed with heroic, cinematic feats in mind. Characters are supposed to wrassle’ the grizzly bahr and be the lone warrior who battles evil hordes. To borrow a line, they are expected to “eat thunder and crap lightnin’.”

These rules, however, are not for that type of campaign. They are provided as alternative rules for a setting where the fights are quick and brutal, where the monsters are unstoppable and terrifying, and where the players must be very careful or end up very dead. They are designed for a setting where a man can die painfully from a single sword stroke and the claws of the beast can rend even the most skilled warrior from crotch to throat.

These are rules for a dark fantasy or horror setting. Or perhaps one with a simply more “realistic” type of violence. If you use these rules, your characters will be made of paper in a world where the monsters are made of steel. Dragons will lay waste to legions. A single giant will obliterate cities. Death will await every adventurer with a naked blade. Stealth, maneuver, cunning, and avoidance will become the order of combat.

If this is what you seek in your gaming experience, then you have found it. Enjoy.
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