Albert_Fish said:
			
		
	
	
		
		
			We  are  runninga  full  low-magic campaign using ken-hoods rules with slight  modifications.
We use a  Vitality statistic as well.  It  is dereived fromyour Hitpoints.  I can't recall if  we   decided to allow for   added Vitality  points for  High CON scores, i dont think we did.
		
		
	 
Good ideas. It's interesting as I had heard of VPs before, but hadn't actually seen the rules until this weekend. I can't say I'm a fan, as they are simply another layer of the abstract hit point rules I was fleeing from. I think they could have a place, perhaps as you have indicated their use, though I would rather see them, or a variant of them, used as a type of fatigue monitor. I think the other aspects incorporated into the regular hit point rules are covered in Mr. Hood's system, save perhaps luck, which might be hard to quantify.
	
	
		
		
			WE give  monks ( we do not use Ken-hood's martial arts  rules) a  Penetration value equal to  1/3 ( round up) of their level and  allow a  trade-off of   Stunning blows for  Peneterating blows (adds to  Pentration equal to  WIS Bonus)
		
		
	 
Don't have martial arts in this particular campaign, but you have brought up a blind spot in Mr. Hood's rules. Nice innovation.
	
	
		
		
			Critial hits and most called shots  go straight to  HPs.  If a  weapon fully  penetrates the  targeted armour half of the damage goes to each Vitality and  Hit Points.
		
		
	 
The critical rule makes sense, but the penetration variant seems strange, 
if I understand it right. I'm not sure how this would work, unless all weapons are given a penetration value. Even then, armour would become useful only against weapons of lower penetration, which seems contrary to Mr. Hood's penetration rules, which I rather like. Am I misunderstanding your comment? Wouldn't be the first time.
	
	
		
		
			Damaging  Spells do the   Odds equal to one rule as presented by   Ken Hood ( when  dicing for  Damage  every odd number  rolled ona  die  is treated as if rolling a  one).  This keeps magic low level  but potentially very very  Dangerous.
		
		
	 
Absolutely. Actually, in my campaign, I've instituted the "odds equal one" rule as well as the "diminished dice" rule. Certain NPC spellcasters only deal with the "dimished dice" rule, but that is simply to make them even more frightening, like those sorcerers and wizards in the Lanhkmar books and Conan.
	
	
		
		
			We change the rules a bit every week as we  discover other things are thrown out of  whack by  our Vitality rules or the penetration rules.  Currently we are  workingon  expandinghte penetration tables.   Perhaps  making them armor type specific. 
		
		
	 
Innovation leads to innovation. That's cool. I have little time to work on rules these days (which is why I was so happy to find Mr. Hood's work, which mirrors very closely what I had been hoping to achieve with my own work) but when I have more time, I'm, hoping to flesh out the Grim-N-Gritty rules to better work in my particular campaign.
Thanks for the input! Take care!