Grim-n-Gritty: Revised and Simplified

Theseus said:
According to this description you can rougly translate Defense Bonus for "Dodge", right?

Not exactly. Defense is just defense. It can be dodging, parrying, blocking with a shield, jumping behind cover. Defense is your ability to avoid a solid, damaging hit.


"Ok" I said. "Parry with your sword and add the bonuses for the magical enhancement and for you specialization"

You don't apply weapon bonuses, etc. to your Defense. Defense is based on either your base Reflex saving throw or your base attack bonus. Not total attack bonus.

I handle parry/block (like you describe) as a move equivalent action.

Once it's determined that an attack has hit you, you can sacrifice your next move action to attempt to block it. You make an opposed roll: your total attack value v. your opponent's total attack value. If you use a shield, add the shield's bonuses to your roll. If you roll equal to or higher than your opponent, you block the attack and suffer no damage.

You can block a second time, but two move actions = all your actions on your next turn (in most cases). You'll have used up all your actions to avoid attacks.

In other words, you can block/parry no more times than you have actions on your next turn. If you use up all of your actions, you use up all of your next turn and cannot block for the remainder of the round.


Isn´t the Power Attack feat useless in the GnG system? (unless you are wearing a 2h weapon)

You've already pointed out where the skill is useful: two-handed weapons.
 
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KenHood said:
You can block a second time, but two move actions = all your actions on your next turn (in most cases). You'll have used up all your actions to avoid attacks.
I don´t know why, but this makes me think of a poor soldier hidden behind his shield , while being being repeatedly smashed by a huge mace wielding brute.

:p:p:p


I haven´t thanked you yet, Mr Hood. Thanks a lot for your wonderful system!
It has really changed the nature of our D&D game forever. It was exactly what we were looking for. Now at last we´ll be to give our combats the feel of excitement, fear and quickness that we want. :)
 






KenHood said:
You don't apply weapon bonuses, etc. to your Defense. Defense is based on either your base Reflex saving throw or your base attack bonus. Not total attack bonus.
First off, welcome back Ken. You weren't around for awhile and we all wondered if you hadn't gone offline again after emerging from your exile, putting forth the new word, then retreating to your hermitage again. *grin*

I've always been a little unclear on this one b/c the rules don't actually state any clearer than this....you take whichever is higher right? So if someone actually bought Lightning Reflexes and the like, their combat could be well pumped beyond their BAB value.

I do like the parrying variant as well. Makes them really consider when to let hits thru and if they should hold out for other things next round.

KenHood said:
You've already pointed out where the skill is useful: two-handed weapons.
Yes I believe it was stated early in the thread that if you're going to make use of the GnG Revised that you should utilize the 3.5 version of Power Attack instead of the 3.0 which is the 2:1 ratio mentioned previously.

Hagen
 

SSquirrel said:
So if someone actually bought Lightning Reflexes and the like, their combat could be well pumped beyond their BAB value.

Nope. Remember: Defense is your base Reflexes score or your base attack bonus. Whichever is higher.

Lightning Reflexes is a bonus on top of your base Reflexes. It wouldn't affect your Defense.
 

Grim-n-Gritty Core Sheet

Hi Theseus and all.
Here you have the modified character sheet.
Probably you'll find things you don't understand/agree with, no prob. My intention is to offer you what we are using in our game and if you can take advantage of it, perfect.
If you need me to modify it in any way, don't doubt to tell me, all together can create an "official" character sheet to enjoy even more Mr Hood's system.

Differences:
- I've not included in the description header fields such as "Eyes", "Hair", and so on. Excuse me the "puritans" but I needed the space and in our game we have in mind the description of all our pals.
- In the center of the header you have a score to count your action points in case you use them. I've included a Fatigue Score too because we use it, remember the sheet can be modified. There's also a Speed Score, which we use in our pursuits (swear I'll post our rules soon, can't find the time to finish the doc).
- Attack tables have an additional score, defense, to know the defense of a character using that weapon.
- Life counter down has five groups of pips. First three include the name Mr. Hood remarks in his rules, but in the last two I prefered to write the effect this level of damage has on the character. Call me pragmatic... ;)
- I have included 3 more life counters, below the character's one, just in case you have a horse, an animal companion, or simply if you want to control the wounds you inflict in an enemy.
- In the second page you can see I've forgotten all the weight counters. We don't use them, we use logic.
- Items table just include hardness and Hit Points. Really what we use playing.

The idea was to create a character sheet just containing things we use. We were pissed at writing the borders and leave most of the sheet in blank.

Again: I'd welcome your suggestions.

PS: I'm uploading two versions, I know somebody may feel offended if I touch the logo... :o
 

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