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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Grim and Gritty Players and DMs, I need you input on a rule varient
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<blockquote data-quote="DM-Rocco" data-source="post: 1597474" data-attributes="member: 14451"><p>Hello all,</p><p> </p><p>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.</p><p> </p><p>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.</p><p> </p><p>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.</p><p> </p><p>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.</p><p> </p><p> </p><p><strong><u><span style="font-size: 15px">Varient Rule</span></u></strong></p><p>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.</p><p> </p><p>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.</p><p> </p><p>Comments are welcome and encouraged.</p></blockquote><p></p>
[QUOTE="DM-Rocco, post: 1597474, member: 14451"] 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. [b][u][size=4]Varient Rule[/size][/u][/b] 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. [/QUOTE]
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Community
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Grim and Gritty Players and DMs, I need you input on a rule varient
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