Upper_Krust said:
Sounds interesting. Although I would be curious as to how much it 'revises' the current system?
Its an idea I would hope WotC will adopt in future incarnations of D&D. Although noting that WotC have hired Mike Mearls who seems to have something like this in his Iron Heroes book, it seems like this may happen.
The GnGr system gives everyone, from the lowliest insect to the mightiest deity, exactly fifteen hitpoints (I've seen some people who like to double it to 30, but the effect is the same, everyone has the same HP) which directly references how injured you are. Every so many points of damage, you start taking negatives to all your rolls (like gaining negative levels). You still have the 10 negative HP before you die.
Then, AC is removed entirely, and replaced with DEFENCE and SOAK. Defense is basically all the "Dodging" style aspects of your AC, like dex bonus, size bonus (or penalty), deflection, shield bonus, and also adds in either your REF save or your BAB, whichever is higher. I suppose it's possible to have a negative defense, but I've never encountered a monster that had one.
Soak is basically all the "absorb hits" aspects of AC, armor bonuses, nat armor, a SIZE BONUS (which outstrips the size penalty to defense, giving an advantage to larger things) and also your constitution bonus is thrown in there. It's possible to have a negative soak, giving anything hitting you a bonus to damage.
Your defense basically acts as AC, and Soak acts as Damage Reduction (which also stacks with DR, of course). One additional factor that makes combat a little more deadly than usual, is that both the attacker and defender roll on each attack. Attack as normal, defender rolls d20 and adds the defense score. For
each point higher the attacker rolls than the defender, add one to the damage. So if the defender gets a total of 36, and the attacker gets a total of 48, the attacker adds 12 to damage. Furthermore, if you roll ten or more higher, that's a critical threat (a threat range of 19-20 requires an 8 or higher, 18-20 a 6 or higher, 17-20 a 4 or higher, 16-20 2 or higher, and 15-20 threatens a crit on evey successful hit) and critical hits (if confirmed) can do things like "Bypass Natural Armor" or "Blind Target".
There are a bunch of other little changes that have to take place to the game to make this work, like whenever something refers to a direct HP value (such as the paladin's Lay on Hands ability) divide that value by 3, magic missiles are assumed to auto-crit on every hit, and a couple of other little things, but mostly the rules are these:
1) Fifteen HP for everyone + penalties for damage
2) AC replaced by Defense, which is an opposed roll
3) AC (and part of the old HP) also replaced by Soak, which acts as DR.
With a little practise, I found myself able to use any monster from any source more or less instantly, calculating the def and soak within seconds by glancing at the AC and con value for the critter.