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good books for a low-magic campaign?
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<blockquote data-quote="Wulf Ratbane" data-source="post: 1735080" data-attributes="member: 94"><p>So your ideal rulebook includes Rule Z, "Do not throw the players into a shark tank with sharks who are immune to every weapon the party has."</p><p></p><p>I am still wondering how your "sufficient" ruleset is supposed to address the challenge: The PCs cannot defeat the monster they are facing.</p><p></p><p></p><p></p><p>Then you will be relieved to know that Grim Tales <em>was</em> significantly redesigned. One parameter of Grim Tales was to allow as much d20 compatibility as possible. Thus, rather than create a subset of Grim Tales monsters, which greatly reduces the utility and marketability of the book, changes were made to PC and combat mechanics, NOT the monsters. (The same approach was taken with spells, btw.)</p><p></p><p>It is a ruleset designed to compensate for the lack of magic items in a variety of ways: defense bonus, action points (including more ways to spend them), MDT, the mechanics of critical hits and misses, and overall greater character optimization, just off the top of my head.</p><p></p><p>This, plus my apparently rare and uncanny instinct for not throwing my PCs into tanks full of invincible sharks, leads to my dismissive statement that I've never had to change a monster.</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 1735080, member: 94"] So your ideal rulebook includes Rule Z, "Do not throw the players into a shark tank with sharks who are immune to every weapon the party has." I am still wondering how your "sufficient" ruleset is supposed to address the challenge: The PCs cannot defeat the monster they are facing. Then you will be relieved to know that Grim Tales [i]was[/i] significantly redesigned. One parameter of Grim Tales was to allow as much d20 compatibility as possible. Thus, rather than create a subset of Grim Tales monsters, which greatly reduces the utility and marketability of the book, changes were made to PC and combat mechanics, NOT the monsters. (The same approach was taken with spells, btw.) It is a ruleset designed to compensate for the lack of magic items in a variety of ways: defense bonus, action points (including more ways to spend them), MDT, the mechanics of critical hits and misses, and overall greater character optimization, just off the top of my head. This, plus my apparently rare and uncanny instinct for not throwing my PCs into tanks full of invincible sharks, leads to my dismissive statement that I've never had to change a monster. [/QUOTE]
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