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*Pathfinder & Starfinder
Grim-n-Gritty: Revised and Simplified
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<blockquote data-quote="whydirt" data-source="post: 1463536" data-attributes="member: 3275"><p>I took a quick break for a snack, then took some time to read through the rules. Here are just a couple questions/comments:</p><p></p><p>1. Out of curiosity, what made you pick 5 pips per damage level? You could use different number of pips for each category to represent varying levels of cinematic/gritty combat, so that your system can be used more generally by people who want to represent armor as soaking blows and not just by those looking for Grim-n-Gritty combat. This probably was not an intended design goal, but I think it is a handy side-effect.</p><p></p><p>2. How does healing, both natural and magical, work in this system? The most obvious conversion would be to equate healing 1 hp to one damage pip, but that isn't very gritty in my opinion.</p><p></p><p>3. The extra damage from more than 4 dice seem a bit high at just under the average result for each die (an exception being the +6 for a d20). You mention your reason behind eliminating the extra dice is because of the limited life bar, but taking a set value so close to the average random result doesn't reduce the damage that much. I think your previously used even numbers become 1s rule would work here again. Another way to do it would be to reduce all damage dice from spells by one or more steps.</p><p></p><p>4. Your critical hit rules seem more like older called shot rules since you choose your intended effect. This is not necessarily a bad thing, but I'm curious as to your reason behind making it a choice instead of a random effect. I will say that the DC formula for avoiding critical hit effects seems overly complicated. Maybe you could just make the confirmation attack roll the base DC instead?</p><p></p><p>5. What do you think about adding a "Damage Armor" effect in your critical hit list? If you wanted to streamline your "Bypass Armor" critical effect types, just give a general penalty equal to the AC bonus of the armor instead of having to list each armor type separately.</p></blockquote><p></p>
[QUOTE="whydirt, post: 1463536, member: 3275"] I took a quick break for a snack, then took some time to read through the rules. Here are just a couple questions/comments: 1. Out of curiosity, what made you pick 5 pips per damage level? You could use different number of pips for each category to represent varying levels of cinematic/gritty combat, so that your system can be used more generally by people who want to represent armor as soaking blows and not just by those looking for Grim-n-Gritty combat. This probably was not an intended design goal, but I think it is a handy side-effect. 2. How does healing, both natural and magical, work in this system? The most obvious conversion would be to equate healing 1 hp to one damage pip, but that isn't very gritty in my opinion. 3. The extra damage from more than 4 dice seem a bit high at just under the average result for each die (an exception being the +6 for a d20). You mention your reason behind eliminating the extra dice is because of the limited life bar, but taking a set value so close to the average random result doesn't reduce the damage that much. I think your previously used even numbers become 1s rule would work here again. Another way to do it would be to reduce all damage dice from spells by one or more steps. 4. Your critical hit rules seem more like older called shot rules since you choose your intended effect. This is not necessarily a bad thing, but I'm curious as to your reason behind making it a choice instead of a random effect. I will say that the DC formula for avoiding critical hit effects seems overly complicated. Maybe you could just make the confirmation attack roll the base DC instead? 5. What do you think about adding a "Damage Armor" effect in your critical hit list? If you wanted to streamline your "Bypass Armor" critical effect types, just give a general penalty equal to the AC bonus of the armor instead of having to list each armor type separately. [/QUOTE]
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