Howdy folks,
It's been a while since I've posted on this site or even worked on the d20 system. I've had a revision of the Grim-n-Gritty Hit Point and Combat Rules brewing in my skull for a couple of years and thought I'd put them to paper. Those of you familiar with the old rules will find these a major departure, though the spirit and intent are the same. Hopefully, you will find a couple of the old problems with the system have been solved. For example, you can overcome a creature's heavy armor with a good attack roll. There's a dice cap that makes it easier to incorporate the existing fire-n-forget magic system. You'll find converting existing creatures to the revised GnG is a HECK of a lot easier than the original GnG.
Should you decide to use this system in your games, you will find that it screws up the CR's of nearly every creature. Also, I think you'll find it's a little easier to kill or be killed in this revision of the system.
If you use this in play and have any anecdotes to share, I'd be interested in reading them.
Caveats: It's not a realistic system, just a less cinematic one. It's not perfect. It's not universal. It's not for everyone. And, no, I do not think the entire d20 combat system should be replaced with it.
Enjoy,
Ken Hood
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ADDED 04/07/2004
ENWorld is now hosting the rules at http://www.enworld.org/forums/local_links.php?action=links&catid=19
Thanks, ENWorld!
The latest version of the rules is dated 4-7-2004.
Changes:
*Corrected a couple of typos.
*Clarified explanation of figuring base defense bonus.
*Moved the dice cap and sneak attack rules to a variants section.
*Added a variant rule for Dexterity as the universal attack roll modifier, rather than Strength for melee and Dexterity for ranged. (Also added a feat, Brute Force, to go along with this variant.)
Again, thanks for the suggestions and requests for clarification. I look forward to hearing some playtesting discussion.
It's been a while since I've posted on this site or even worked on the d20 system. I've had a revision of the Grim-n-Gritty Hit Point and Combat Rules brewing in my skull for a couple of years and thought I'd put them to paper. Those of you familiar with the old rules will find these a major departure, though the spirit and intent are the same. Hopefully, you will find a couple of the old problems with the system have been solved. For example, you can overcome a creature's heavy armor with a good attack roll. There's a dice cap that makes it easier to incorporate the existing fire-n-forget magic system. You'll find converting existing creatures to the revised GnG is a HECK of a lot easier than the original GnG.
Should you decide to use this system in your games, you will find that it screws up the CR's of nearly every creature. Also, I think you'll find it's a little easier to kill or be killed in this revision of the system.
If you use this in play and have any anecdotes to share, I'd be interested in reading them.
Caveats: It's not a realistic system, just a less cinematic one. It's not perfect. It's not universal. It's not for everyone. And, no, I do not think the entire d20 combat system should be replaced with it.
Enjoy,
Ken Hood
----
ADDED 04/07/2004
ENWorld is now hosting the rules at http://www.enworld.org/forums/local_links.php?action=links&catid=19
Thanks, ENWorld!
The latest version of the rules is dated 4-7-2004.
Changes:
*Corrected a couple of typos.
*Clarified explanation of figuring base defense bonus.
*Moved the dice cap and sneak attack rules to a variants section.
*Added a variant rule for Dexterity as the universal attack roll modifier, rather than Strength for melee and Dexterity for ranged. (Also added a feat, Brute Force, to go along with this variant.)
Again, thanks for the suggestions and requests for clarification. I look forward to hearing some playtesting discussion.
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