Grim-n-Gritty: Revised and Simplified

KenHood said:
T
I don't know. Not too many people have responded with roleplaying remarks.

OKay i just found this thread on a random jaunt through the houserules forum and made it to page 3 before having to jump in.

I've been using this system for years and what i found was Damage reduction creatures get a lot more dangerous. In the core system if a monster have 5 pts of damage reduction its of little consequence to fighter types whether they the right weapons and even 10 pts of DR with most two handed weapons is a problem but the warriors can still wittle them down.

However those extra 5 or 10 pts of soak make it virtually indestructible unless they get very lucky attack rolls. So any sort of beasty with DR is much more powerful.
 

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This is a good example of how D&D breaks down as you get past the "sweet spot" which stops around 10-13 depending on who you listen to. Maybe the easiest fix would be divide DR by 2 (or even 3) to see how much it adds to soak. Round down so a DR 7 or 8 still just adds +2 Soak if you use the DR/3 method.
 

Has anyone used these rules with Iron Heroes.

Iron Heroes is already using armor as DR and defense values so adding grimm and gritty rules to it would fit the game theme nicely.

Still gotta check the class features on how they would work with GG... also the fact that each classes base save = char level needs a bit of a review.
 

Zmyrgel said:
Has anyone used these rules with Iron Heroes.

Iron Heroes is already using armor as DR and defense values so adding grimm and gritty rules to it would fit the game theme nicely.

Still gotta check the class features on how they would work with GG... also the fact that each classes base save = char level needs a bit of a review.

Havent played iron heroes with these rules but having played both i think it would be a great fit, u might want to up the HP or pips slightly to compensate for the big action movie feel the skill system has in iron heroes but other then that i think it would work.

One note though, i played that system when it first came out and i cant remember the class names perfectly but i think it was a skirmisher... anyway that class was busted with a halfway intelligent player anyway, with this system they would be much more dangerous then just about any other class.
 

SSquirrel said:
This is a good example of how D&D breaks down as you get past the "sweet spot" which stops around 10-13 depending on who you listen to. Maybe the easiest fix would be divide DR by 2 (or even 3) to see how much it adds to soak. Round down so a DR 7 or 8 still just adds +2 Soak if you use the DR/3 method.
No need to rebalance. If a 13th-level party wants to take on what in normal D&D is considered a "CR 13" iron golem, they have it coming whether they've got an adamantine weapon or not. GnG was never made with the intent of being "balanced" in the same manner as core rules; if you don't like that your puny 3-foot sword can't hurt the Colossal beastie, maybe you should think harder about the fact that you're a hardboiled egg holding a steel toothpick. :D
 

ironvyper said:
Havent played iron heroes with these rules but having played both i think it would be a great fit, u might want to up the HP or pips slightly to compensate for the big action movie feel the skill system has in iron heroes but other then that i think it would work.

One note though, i played that system when it first came out and i cant remember the class names perfectly but i think it was a skirmisher... anyway that class was busted with a halfway intelligent player anyway, with this system they would be much more dangerous then just about any other class.

Yeah, I made few sample encounters and the PC's didn't have time to accumulate their ability pools as combat lasted 5 rounds... shortest being 1 round combat with instant kill arrow...

I just remembered that I have Midnight campaign setting too which is low-magic world and uses mostly core classes... I think GG is more easily fitted there.
 

Midnight definately has the perfect feel for these kinds of combat rules. If i ever convince my group to go back to fantasy from sci-fi that'll be the next setting i run.
 

Grim-n-Gritty Rules and multiple attacks (via rapid shot or two weapon fighting)

We are currently running Grim-n-Gritty and I need some pointers:
PCs with rapid shot and TWF seem to have an unbalanced advantage over PCs without those feats. Since the possible maximum damage with each roll is significantly higher (assume your opponent rolled 1 and you rolled 20, then , it could be 19+weapon damage).

Given this advantage, my group is leaning toward multiple attacks etc. I was thinking that, maybe -2 penalty that come with TWF or RS are a little too generous now that the damage mechanics are significantly different?

Couple of things come to my mind, for example increasing the penalties of rapid shot and TWS to by another -2,(so anyone who has the TWF feat gets -4 penalty instead of -2 with each attack) or increasing the defense value of all shields in the game by +2 (buckler becomes +3 etc) so that carrying a shield suddenly seems more attractive.
What do you think?

Edit: Magic is not really a big part, we are also running the E6 variant, so magic weapons and such are not really that common in our games.
 

Is the pre-revised and simplified version available? The revival of this thread made me want to compare the two versions. I recall having the original version, but the computer that it was on blew up (okay, not literally, but it did shoot out a flame and die).
 

Is the pre-revised and simplified version available? The revival of this thread made me want to compare the two versions. I recall having the original version, but the computer that it was on blew up (okay, not literally, but it did shoot out a flame and die).
Google grim'n'gritty 3.3 and thou shalt find.
 

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