Experience with Grim Tales

For an additional element of grimness, I've added some "scare ya" moments to my GT game:

During the surprise round, all strikes force MDT saves.

All critical hits force MDT saves, regardless of damage.

This keeps weapons that can't threaten an MDT interesting in the surprise round and when critical threats are rolled.

I'm still toying with some MDT save DC formulas ... for D20 Modern I've found that 10 + (1/2 Damage) is a nice save, with DCs being a little above 15 for normal MDTs and below 15, quite often, on those "didn't force" criticals and surprise round strikes. For Grim Tales, though, I'm not sure, as saves are generally lower.

MDTs are generally rare otherwise, for me, in GT as I use "Fewer Dead Heroes" and so most attacks have their lethal damage reduced by 2-5 points before it reaches the PCs and seldom forces on anything other than criticals and surprise rounds.

It's been pretty cinematic, for me. I DO allow Fast heroes with Uncanny Dodge to dodge those nasty surprise round MDTs. Thought that might be overbalanced, but I've only had ONE Fast hero played since I implemented.

--fje
 

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HeapThaumaturgist said:
MDTs are generally rare otherwise, for me, in GT as I use "Fewer Dead Heroes" and so most attacks have their lethal damage reduced by 2-5 points before it reaches the PCs and seldom forces on anything other than criticals and surprise rounds.

Don't forget the occasional spell, explosions, falling etc. Armour's nice to have, but isn't good vs everything.
 

True. :) But we use Black Company magic so thus-far the wizard has been hard pressed to stir up a stiff breeze, much less force MDTs. And when they're sailing through the clouds, falling will rapidly become a non-issue as far as SURVIVAL of falling damage goes.

But you do raise a good point, one I'll have to keep an eye on. Haven't playtested these with D&D style spells yet and nobody has fallen any appreciable distance.

--fje
 

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