Does Anyone use Ken Hood's Grim_n_Gritty System?

Albert_Fish

First Post
I am going to be using Ken Hood's Grin-N-Gritty realistic damage and hit points system for my low magic campaign. Welli am not a rules nut and so i need som expert and experienced input.

What are the amjor Weakenesses and flaws of the system? how can you best take advantage of the system?
whats the best thing about the system?
thanks
 

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the problems with the system?

1. Small creatures are very, very easy to kill/maim. (which Im ok with)

2. the Armour penetration rules only list a couple of weapons, and the values listed seem to largely counteract most common armours.

Other than that, its actually quite easy to use, and quite interesting for a low-power game.
 

We playtested it and decided it wasn't for us, but we did discover a few things when we tried it.

1. Armor is powerful. The first thing you'll want to do is make armor hugely expensive or difficult to get hold of.

2. the "tank" is easily the most effective combatant. While this works really well for modeling real melee, it doesn't do much for your lightly armed and armored heroes.

3. If you use the Grim_and_Gritty system, throw out the CR system - it won't work at all - in mock combats we found out an Ogre is about the same power level as a Fighter 5 or 6.


I'm sure there's more, but I can't think of them right now.
 

One of the major drawbacks of the system is the amount of work the DM has to do when converting normal D20 monsters/NPC's to Ken's system. You have to do some homework.

If you keep the opponents to comparable NPC's and leave the huge monsters few and far between, the players are actually at an advantage under the system, I think. In the 3 levels we used it for, only one PC was lost. Good, for my campaigns.

Someone mentioned about armour penetration. You may want to expand on Ken's list. I want to say that something obvious was left off, perhaps a crossbow bolt. It's easy to assign penetration values for things like that, though. Just work off of what is already there. Be prepared for your players to use a heavy pick (bec de corbin) as their weapon of choice, too (high armour penetration value) :)

Overall I liked the system alot, but it was some work - especially if you have a combat intensive campaign. And by the way, yes, the two can coexist. As long as the PC's are moderately prepared and use sound strategy, they can engage in several battles against equals and come out okay. It's when you throw in a huge troll or something like that at your PC's that they will be put to the test.

One other tip. Use the "odds are one" system for magic. This way you don't have to change the spells as listed, but their damage is brought down to the system numbers (while still retaining their lethality). Use the same "odds are one" system for thieves and their sneak attacks, too. I think it's superior to the mechanic Ken put in. I think I even e-mailed him with the suggestion, and he thought it was a great alternate to the sneak attack system included in the rules.

Hope that helps. It's a great alternate to the combat system in the players handbook. I'm glad we tried it, too. Thing is, you can easily "switch back" to the other system. Just have your players roll their normal (3e) hit points etc. and keep them off to the side, so to speak. That way if it doesn't work out, you can just pick things up under the regular system.
 



Falanor said:
"Good idea for using it for sneak attack too."

If I remember correctly, sneak attack doesn't exist in Grim and Gritty...

If memory serves, there's a clunky mechanic meant to replace the sneak attack under G&G. Rather than clutter up the game with it and emasculate the rogue class, we used the "odds are one" system for sneaks. It worked pretty smooth and balanced, as far as we could judge.
 

"If memory serves, there's a clunky mechanic meant to replace the sneak attack under G&G. Rather than clutter up the game with it and emasculate the rogue class, we used the "odds are one" system for sneaks. It worked pretty smooth and balanced, as far as we could judge."

Eh, not really. It gave a rogue a bonus to strike and increased his critical threat range...that's niether clunky, nor emasculating.
 

Falanor said:


Eh, not really. It gave a rogue a bonus to strike and increased his critical threat range...that's niether clunky, nor emasculating.

To each their own, I guess. The guy is free to do what he wants when he runs the game, I'm just telling what worked out good for us. As I said, when I brought it up to him, Ken thought it was a pretty good idea. That was enough for me.
 

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