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General Tabletop Discussion
*Pathfinder & Starfinder
Grim and Gritty Penetration values
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<blockquote data-quote="ErichDragon" data-source="post: 458942" data-attributes="member: 2719"><p>No problem with the highjack. I don't think it will be cumbersome for me for a couple of reasons. </p><p></p><p>1. The active defense should keep the players involved in every stage of the combat, avoiding the lags when the DM starts to figure enemy movement, attack rolls etc. </p><p></p><p>2. Almost by default, a Grim n' Gritty campaign has to be low in magic. That was the biggest rhythm killer in my previous campaigns, especially at higher level. My rules allow for subtle and rare magic only and every spellcaster functions like a sorceror so they have a limited selection of spells at their disposal, thus making it easier to memorize spell effects.</p><p></p><p>I plan on simplifying the wound rules to set proportions of total hit points instead of current. The only actual part of the rules I see as complicating game play are the penetration values. That is why I was curious how others have handled them in their campaigns.</p><p></p><p>See, it wasn't really a highjack at all <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="ErichDragon, post: 458942, member: 2719"] No problem with the highjack. I don't think it will be cumbersome for me for a couple of reasons. 1. The active defense should keep the players involved in every stage of the combat, avoiding the lags when the DM starts to figure enemy movement, attack rolls etc. 2. Almost by default, a Grim n' Gritty campaign has to be low in magic. That was the biggest rhythm killer in my previous campaigns, especially at higher level. My rules allow for subtle and rare magic only and every spellcaster functions like a sorceror so they have a limited selection of spells at their disposal, thus making it easier to memorize spell effects. I plan on simplifying the wound rules to set proportions of total hit points instead of current. The only actual part of the rules I see as complicating game play are the penetration values. That is why I was curious how others have handled them in their campaigns. See, it wasn't really a highjack at all ;) [/QUOTE]
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