Grim and Gritty Players and DMs, I need you input on a rule varient

DM-Rocco

Explorer
Hello all,

I DM a regular 3.5 D&D game, but I also play, and the DM that is running the game I play is running Grim and Gritty (G&G) using the old rules, the new ones are to nuts for us for us.

I am going to propose a varient rule to him and I wanted to know what the other G&G players think before I do. As far as background goes, the world is, of course, low-magic (and when I say low magic I mean low magic, so far we have only found 4 healing potions, that is it for a average party level of 3), and the only classes you can start out in are Ranger, Fighter and Rogue and you must be Human, this may influence how you view the varient Rule, or it may not. There is a limited wizard class, but you have to find someone to train you, and that is very hard to find, so just assume no magic.

Rogues get the short end of the stick in this selection, even in regular rules when you have more races and Classes to choose from. Here is why, Rogues rely heavily on skills, that is what distinguishes them apart from everyone else. Aside from the fact that Use Magical Device and Decipher Script (which he uses just to see if you can read, no other function, not even on runes) are useless, you get the short end of the stick because as you take more damage from hit points you get negatives to your skills.

Fighters don't lose feats and mages can still cast spells, but Rogues lose their bread and butter rather quickly. In regular D&D it isn't a concern, because you don't get negatives to your skills for being injured, but in G&G, you become a second rate fighter once you start taking damage and can't effectively use your skills.


Varient Rule
The varient rule is this, at first level a rogue chooses one skill that they become so familiar with that they are always good at it. For that skill you don't take negatives from being injured because you are very certain of your ability in that skill and can use it even when you normally would be under duress from wounds.

As your ability in Rogueish activities goes up, you become more familiar with other skills. Every odd level you achieve you gain another skill in which you don't take penatlies from damage.

Comments are welcome and encouraged.
 
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I am going to bed, this got a bit low on the table, a lot of views, but no replies yet, just wanted to bump it. In put please.:)
 

I think that this is a fine rule for your game if you want to give Rogues a little more oomph. However, I want to point out that Wound Penalties are applied not only to Skill checks, but Attack rolls and Saving throws, too. When a Fighter is wounded they lose their bread and butter too: their ability to hit!
If your Rogues are in trouble when they get wounded, perhapse they need to learn one of the biggest tricks of survival in Grim and Gritty games. Never, EVER get hit. Also, with only 3 classes to choose from, Multiclassing is a great option. Rogue 4, Fighter 2, Ranger 2 is a great Grim and Gritty combat survival build, what with it's +9 Class bonus to Defense.
I'm a little off topic, I'll return...
Your idea isn't bad, but I'd give 2 skills at first level and an additional skill each odd level after that. Rogues are the kind who'd want to tie Hide and Move, or Spot and Listen together, and letting them do it at first level instead of 3rd will seperate them as Skillbased characters.

- Kemrain the Rogue 4, Fighter 2, Ranger 2, Mage 1.
 

Sorry, I think you have a lot of views but few hits from the more generic Grim and Gritty guys like me who don't use Ken Hood's actual Grim and Gritty system, but who consider our games to be relatively grim and gritty anyway.

At least that's why I didn't respond earlier.
 

The fighters lose their bread and butter, so that's not a big deal. What about wizards? Require a concentration check to cast while wounded? That would work, because they would be penalized on the skill and have the chance of a spell failing.

I don't really think you need a feat to keep a skill up like that.. besides if you really want it, just take skill focus. Then you would always have the +3 (?) bonus to the skill so when you do get wounded it just goes down to normal.

Ha, brilliant idea!
 

lp said:
The fighters lose their bread and butter, so that's not a big deal. What about wizards? Require a concentration check to cast while wounded? That would work, because they would be penalized on the skill and have the chance of a spell failing.

I don't really think you need a feat to keep a skill up like that.. besides if you really want it, just take skill focus. Then you would always have the +3 (?) bonus to the skill so when you do get wounded it just goes down to normal.

Ha, brilliant idea!

Except that at 1/2 your HP you take a -4 Penalty to rolls, and at 1/4 you take a -6 penalty.

- Kemrain the Penalized.
 

I'm going by the new grim & gritty revised rules, the worst you get there is -3 when you are disabled. Technically you have a -5 when you are dying, but as you are unconscious, I don't think theres much that people are going to be doing skill checks for.
 

The -5 thing always confused me. When does that -5 apply? I mean, you're TAKING A NAP. What skill can you use while SLEEPING?
 

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