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Custom Campaign - G&G Classless (sort of)
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<blockquote data-quote="the_bruiser" data-source="post: 3954331" data-attributes="member: 6126"><p>After a layoff of a few years due to grad school and marriage, I'm trying to get back into the hobby. A few friends and I have been occasionally play testing a set of campaign rules based on Grim & Gritty. I would love to hear your thoughts on this system and anything similar you might have tried in your games.</p><p></p><p>Attached please find the system we're currently using - a Word file with rules and clarifications for my players, and an excel file with the core 'system.' It's assumed that someone looking at the excel stuff will be following along with the rules doc.</p><p></p><p>Our system deviates from core rules in two primary ways. First, it uses Ken's G&G rules modified to our own taste, assuming a relatively low-magic setting. Second, it is a classless system, whereby each player gets a certain number of 'points' to purchase attributes, skills, feats, etc. </p><p></p><p>This has some clear plagiarism from one of Ken Hood's versions of G&G, which I understand to be 'open,' and from the SRD. If this is inappropriate in any way, please let me know and I will comply with whatever remedy is appropriate.</p><p></p><p>We've now used this in play on several occasions and have built the heck out of sample characters to figure out where stuff is broken. The system still needs more playtesting, but I'd say at this point it's 75% 'baked,' i.e., costs for things can be improved, but we're close enough that I think the basic structure works. </p><p></p><p>Some core takeaways to keep in mind if you review the document include:</p><p></p><p>* All characters and monsters have 30 hit points</p><p></p><p>* AC is separated into defense (base attack, dex, etc.) and soak (armor, toughness, etc.)</p><p></p><p>* Casters are potentially more powerful at lower levels, but much weaker at higher levels, a change intended to make their power level more 'comparable' with others at any given level</p><p></p><p>* Casters are much more able to customize their strengths but are forced to make trade-offs - knowing many spells vs. being able to cast many spells vs. being able to cast higher-level spells vs. casting spells with higher strength with a limited number of purchase points available</p><p></p><p>* Most class abilities are now available as feat chains - characters 'purchase' the right to buy, say, a rogue-themed set of feats, then purchase feats to gain those abilities</p><p>[/list] </p><p></p><p>Clearly the hard part is balancing the ability to be broad (many types of abilities) vs. deep (really good at something). The goal of this, if we ever got it 'perfect,' would be that players no longer have to widget together strings of classes (prestige or base) in order to get what they want; meanwhile, players who don't have the time or inclination to do all the research don't put their characters at a competitive advantage. (We're not exclusively power gamers, but we do have a sense that it's nice when combat power is somewhat comparable.)</p><p></p><p>Some areas I've thought about most for further development include new rules such as (i) 'fixing' grappling, and (ii) insanity rules if I want to go a more horror/whfrpg route.</p><p></p><p>I suspect that, while this system might appear complicated, it's actually easier and less daunting than core rules to a new player - five sheets of paper will do it. (1) racial abilities, (2) class abilities, and (3) three pages of feats. Clearly for color the core books are still critical.</p><p></p><p>I would love to hear any feedback that you have. If any of you are interested, we plan on ramping up our playing (and thus playtesting) next spring and I can update you on progress.</p></blockquote><p></p>
[QUOTE="the_bruiser, post: 3954331, member: 6126"] After a layoff of a few years due to grad school and marriage, I'm trying to get back into the hobby. A few friends and I have been occasionally play testing a set of campaign rules based on Grim & Gritty. I would love to hear your thoughts on this system and anything similar you might have tried in your games. Attached please find the system we're currently using - a Word file with rules and clarifications for my players, and an excel file with the core 'system.' It's assumed that someone looking at the excel stuff will be following along with the rules doc. Our system deviates from core rules in two primary ways. First, it uses Ken's G&G rules modified to our own taste, assuming a relatively low-magic setting. Second, it is a classless system, whereby each player gets a certain number of 'points' to purchase attributes, skills, feats, etc. This has some clear plagiarism from one of Ken Hood's versions of G&G, which I understand to be 'open,' and from the SRD. If this is inappropriate in any way, please let me know and I will comply with whatever remedy is appropriate. We've now used this in play on several occasions and have built the heck out of sample characters to figure out where stuff is broken. The system still needs more playtesting, but I'd say at this point it's 75% 'baked,' i.e., costs for things can be improved, but we're close enough that I think the basic structure works. Some core takeaways to keep in mind if you review the document include: * All characters and monsters have 30 hit points * AC is separated into defense (base attack, dex, etc.) and soak (armor, toughness, etc.) * Casters are potentially more powerful at lower levels, but much weaker at higher levels, a change intended to make their power level more 'comparable' with others at any given level * Casters are much more able to customize their strengths but are forced to make trade-offs - knowing many spells vs. being able to cast many spells vs. being able to cast higher-level spells vs. casting spells with higher strength with a limited number of purchase points available * Most class abilities are now available as feat chains - characters 'purchase' the right to buy, say, a rogue-themed set of feats, then purchase feats to gain those abilities [/list] Clearly the hard part is balancing the ability to be broad (many types of abilities) vs. deep (really good at something). The goal of this, if we ever got it 'perfect,' would be that players no longer have to widget together strings of classes (prestige or base) in order to get what they want; meanwhile, players who don't have the time or inclination to do all the research don't put their characters at a competitive advantage. (We're not exclusively power gamers, but we do have a sense that it's nice when combat power is somewhat comparable.) Some areas I've thought about most for further development include new rules such as (i) 'fixing' grappling, and (ii) insanity rules if I want to go a more horror/whfrpg route. I suspect that, while this system might appear complicated, it's actually easier and less daunting than core rules to a new player - five sheets of paper will do it. (1) racial abilities, (2) class abilities, and (3) three pages of feats. Clearly for color the core books are still critical. I would love to hear any feedback that you have. If any of you are interested, we plan on ramping up our playing (and thus playtesting) next spring and I can update you on progress. [/QUOTE]
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