Anyone picked up Grim n' Gritty ver. 4?


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I'm curious too although based on some of the previous versions that I've seen, while there were definitely some cool ideas, I doubt I would ever use the ruleset as a whole.
 

It looks like it's more than just the Grim-n-Gritty combat system only. It looks like it includes Ken's firearms and alternate martial arts rules, also updated to 3.5/D20 modern, if I'm not mistaken. I am really, really tempted... I've been waiting to see him update those other rules of his too.
 


I've picked it up and am scanning through it now.

It is more than just melee combat, including options/ suggestions for handling certain spells & psions, Grim & Gritty High Magic and a good list of new & revised combat feats. I'll be giving it a try this weekend and if anyone is interested I'll post my findings them.

I do like the way it handles the effects of called shots.

Combat takes up the majority of this pdf, with the non-melee rules (energy weapons, sidearms, longarms spells etc) being examples or guidelines rather than extensive analysis.
 
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Just last week I was looking over (again) the GnG revised rules as I'm thinkling that my group is getting to a point where they are ready for a deadlier combat system (they were all new to D20 so i gave them some slack).

So this looks very interesting, but how different is it realy from the GnG-Revised which I downloaded for free?

I'll be giving it a try this weekend and if anyone is interested I'll post my findings them.

Interested :)

arnon
 

arnon said:
So this looks very interesting, but how different is it realy from the GnG-Revised which I downloaded for free?
I couldn't wait. I took the leap and got it.

Here's the listing from the product of what's different from GnG 3.3 to 4.0

CHANGES FROM VERSION 3.3
Version 4.0 has significant differences from the previous editions of the GnG rules. For example...
• The Relative Degree mechanic replaces critical hits. Now, additional damage occurs if your attack roll exceeds your opponent’s defense result. This rewards skill more than weapon selection in combat.
• Defense bonuses are higher.
• Called shots are now effect-based, rather than based upon the body part you choose to strike.
• The penetration mechanic is eliminated.
• Support for psionic, modern, and future characters.
• Epic level rules.
• Guidelines for adjusting CR’s based on size.
• A new action type and several new actions.
• Rules to cover automatic weapons fire, suppressing fire, and energy weapons.
• Over 50 new and revised feats (including psionic, metapsionic, and metamagic feats).
• Four new spells and three new psionic powers.
• New and revised magical and psionic items.
 

I have used the old version in a Thieve's World camapign I ran about a year go. I thought it went well. I think using it made the group think twice about combat & more about roleplaying (besides to me it seemed to capture the flavor of the books themselves). Thanks Maester Luwin
 

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