The Grim-n-Gritty Hit Point and Combat RulesFerret said:Where can I find these rules, they sound delightful.
Gee, I just started a thread like this a few days ago...Ferret said:Armour gives you extra HPs, alond with your class, once thats down you have our Con bonus(per HD) left. Armours are also more sever on the Dex bonus. I haven't got any solid ideas, but I thought I could bounce some ideas of people.
Armor gives a Armor Rating which is basicly hardness, some weapons have a penetration rating which allows them to ignore a set number of points of Armor Rating, you can also use called shots to bypass some or all of the target's armor, and as you BAB increase your theart range increases as well. I have used the system and it works well. It gives a very different feel to the game, combat is brutal and large monsters can be extremely powerful and dangerous. We did give penetration values to additional weapons not listed in the pdf, based on this formula for melee and thrown weapons (light wepon P-0, one-handed P-1, or two-handed P-2) + (the weapon's critial multiplier -2). This fits closely with the pick examples (heavy pick comes out as a 3 not a 4 as listed) in the pdf and was in our opinion more realistic and balanced. Ranged weapons were given arbitary scores based on game balance and our view of thier historical effectiveness against armor. We also played in a low magic campaign. And yes using a dagger against heavy armor is pointless unless one uses a stiletto (house rule 1d4 x4 P-2) or one uses called shots.CCamfield said:So does the Grim-n-Gritty system really work? The armour rules would seem to make low-damage weapons (like a backup dagger) really pointless instead of just less effective.