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!