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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Can we make the Grim-n-Gritty rules a little less... grim?
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<blockquote data-quote="Xythlord" data-source="post: 1161552" data-attributes="member: 14212"><p>First off I can completely sympathize with what your are trying to do, as I am doing something very similair with the GnG system for my own campaign world (although I am going with all new classes (no phb) and changing races to suit my flavor).</p><p></p><p>I decided to go with the WP/VP system, allowing all the crit damage to go straight to WP. WOunds taken will affect characters with a penalty until healed, with the severity depending upon the wound level. I also use the DR for armor rules and have adopted all the called shot rules from the GnG. One thing I did change was having crits do normal damage (although directly to wounds), with a added penatration value based upon the weapons original critical multiplier (i.e. -1 pt for x3, 2 pts for x4, etc.) Crossbows have a greater penetration value than normal, but range is crap. The called shot rules need to be modified slightly to allow for this change.</p><p></p><p>As for the magic system, this required some severe changes....ones which I am extremely happy with and my prospective players are eager to try out. I have used the spell point rules from midnight (i.e. -spell points are gained from primary attribute, with a +1 equaling 1 pt. -and feats / mystic class that gains an additional point per caster level. Spells cost 1 pt per spell level to cast, so a fireball costs 3 pts. the last thing is that anybody with the proper feats can cast spells -so no palidins or rangers, or clerics for that matter). </p><p> </p><p> The spells do damage straight to the victims WP (harsh I know, but it makes up for the limited amount of spells they can cast) except for shadow spells which do VP damage.</p><p></p><p>What this has done for my campaign world is create an atmosphere where the few spell casters are powerful and feared but not omnipotent or even commonplace (there are many other rules I have tweaked out). Combat is cinimatic but deadly, with even lower level characters in armor being a challenge to an unarmored higher level one. Strategy and ranged weaponry is very important, with surprise encounters leading to possible slaughter. Monsters of all CR's are surprisingly tough and the few magic items available are precious.</p><p></p><p>If you would like to see some of the changes I have made let me know and I will send it forward (or just reply in this post and I will answer questions). Right now the system (and classes / magic ....weapons and armor need some more work) is just about done. RL / Work is slowing me down.</p></blockquote><p></p>
[QUOTE="Xythlord, post: 1161552, member: 14212"] First off I can completely sympathize with what your are trying to do, as I am doing something very similair with the GnG system for my own campaign world (although I am going with all new classes (no phb) and changing races to suit my flavor). I decided to go with the WP/VP system, allowing all the crit damage to go straight to WP. WOunds taken will affect characters with a penalty until healed, with the severity depending upon the wound level. I also use the DR for armor rules and have adopted all the called shot rules from the GnG. One thing I did change was having crits do normal damage (although directly to wounds), with a added penatration value based upon the weapons original critical multiplier (i.e. -1 pt for x3, 2 pts for x4, etc.) Crossbows have a greater penetration value than normal, but range is crap. The called shot rules need to be modified slightly to allow for this change. As for the magic system, this required some severe changes....ones which I am extremely happy with and my prospective players are eager to try out. I have used the spell point rules from midnight (i.e. -spell points are gained from primary attribute, with a +1 equaling 1 pt. -and feats / mystic class that gains an additional point per caster level. Spells cost 1 pt per spell level to cast, so a fireball costs 3 pts. the last thing is that anybody with the proper feats can cast spells -so no palidins or rangers, or clerics for that matter). The spells do damage straight to the victims WP (harsh I know, but it makes up for the limited amount of spells they can cast) except for shadow spells which do VP damage. What this has done for my campaign world is create an atmosphere where the few spell casters are powerful and feared but not omnipotent or even commonplace (there are many other rules I have tweaked out). Combat is cinimatic but deadly, with even lower level characters in armor being a challenge to an unarmored higher level one. Strategy and ranged weaponry is very important, with surprise encounters leading to possible slaughter. Monsters of all CR's are surprisingly tough and the few magic items available are precious. If you would like to see some of the changes I have made let me know and I will send it forward (or just reply in this post and I will answer questions). Right now the system (and classes / magic ....weapons and armor need some more work) is just about done. RL / Work is slowing me down. [/QUOTE]
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Community
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Can we make the Grim-n-Gritty rules a little less... grim?
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