Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Grim-n-Gritty: Revised and Simplified
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="KenHood" data-source="post: 1463797" data-attributes="member: 4413"><p>5 pips ended up producing the effect I most wanted. I was basing the number off the result of a d20. Assuming two opponents are equal, there's a +1 to +19 bonus to damage. I wanted it possible to disable or nearly kill a character based on the success of the d20 attack roll.</p><p></p><p>I didn't think about using the system for varying degrees of reality. You're right.</p><p></p><p></p><p></p><p></p><p>Check the last page of the rules. It discusses healing and shows how much the various "cure" spells will recover. I didn't list every curative spell in existence, just gave enough so that you could fix others by comparison.</p><p></p><p></p><p></p><p></p><p>It does seem a little high, but when I plotted it out, it gave the results I wanted and kept the die sizes differientiated. I reckon that anything with 4d+ damage should kill your character, unless something extraordinary takes place. I am considering collapsing the table to something like...</p><p></p><p>1d6 or less: +1 per die</p><p>1d8 to 1d10: +2 per die</p><p>1d12: +3 per die</p><p>1d20: +4 per die</p><p></p><p>...but I need some playtesting. That's why I released these rules, so y'all could give them a spin and see if they perform to expectations.</p><p></p><p>I've never been a fan of the 1s rule. I don't like reducing damage dice. </p><p></p><p></p><p></p><p></p><p>The critical hit rules are a conversion of the older called shots. They also replace the penetration rules of the older system -- and put an end to that whole doggone argument over what things have the best penetration, along with the endless suggestions to create a comprehensive list of all weapons performance against different types of armor, along with the nasty e-mails saying that a pick isn't better than an arrow, etc., when all I intended to do in the original with the short list was give a few examples to let folks create their own penetration items.</p><p></p><p>You can choose the effect, so that a critical hit (which is supposed to be a really good thing) can bail you out in a bad situation. If you have trouble bypassing a creature's natural armor, then a critical hit allows you to "punctuate probability" and break through that armor.</p><p></p><p>I thought about the confirmation roll for DC, but that makes things REALLY complicated. A set DC is easier to keep up with.</p><p></p><p>I don't think the formula is too difficult. It follows the standard base + main modifier + ability score + other modifiers. </p><p></p><p>Base: 10</p><p>Main modifier: 1/2 your base attack bonus</p><p>Ability Score: Strength for melee, Dexterity for ranged</p><p>Other modifiers: Weapon's enhancement bonuses, Critical multiplier</p><p></p><p>For example, a 10th level fighter with 17 Strength and a +2 pick has a Critical Effect DC as follows:</p><p></p><p>Base: 10</p><p>Main modifier: +5 (10/2)</p><p>Ability Score: +3 (Strength modifier)</p><p>Other modifiers: +2 enhancement bonus, +10 for the pick's x4 multiplier</p><p></p><p>Total DC: 30 (Picks do good criticals!)</p><p></p><p>You might be saying, "Well, heck, I'll always use a pick!"</p><p></p><p>But think about this: If the same character used a +1 keen rapier (critical threat: 18-20 [3 points] doubled to 15-20 [6 points]), he would threaten a critical hit with every successful attack. His DC would be different, though.</p><p></p><p>Base: 10</p><p>Main modifier: +5 (10/2)</p><p>Ability Score: +3 (Strength modifier)</p><p>Other modifiers: +1 enhancement bonus, +0 for the x2 multiplier</p><p></p><p>Total DC: 19 </p><p></p><p>Creating the "critical effects" mechanic allowed me to do some of the same stuff as the penetration mechanic in the old system (i.e., get past all that protection), but opens up options for using a wide variety of weapons, rather than just running around with a pick.</p><p></p><p>Finally, linking armor penetration to critical hits creates some unique situations with undead, constructs, and oozes. They are immune to critical hits. Heh-heh! Now, they're a heck of a thing to kill, but I don't have to create special rules for dealing with their unique physiologies.</p><p></p><p></p><p></p><p>I'd rather have a character perform a sunder to damage armor. The critical effects deal with things that happen to the organism, rather than its equipment. My personal preference is to avoid having critical hits do the same thing as special attacks, like the trip, sunder, bull rush, et al. </p><p></p><p>You can give the "Damage Armor" effect a whirl in your own game, though. Let me know if it fits and works.</p></blockquote><p></p>
[QUOTE="KenHood, post: 1463797, member: 4413"] 5 pips ended up producing the effect I most wanted. I was basing the number off the result of a d20. Assuming two opponents are equal, there's a +1 to +19 bonus to damage. I wanted it possible to disable or nearly kill a character based on the success of the d20 attack roll. I didn't think about using the system for varying degrees of reality. You're right. Check the last page of the rules. It discusses healing and shows how much the various "cure" spells will recover. I didn't list every curative spell in existence, just gave enough so that you could fix others by comparison. It does seem a little high, but when I plotted it out, it gave the results I wanted and kept the die sizes differientiated. I reckon that anything with 4d+ damage should kill your character, unless something extraordinary takes place. I am considering collapsing the table to something like... 1d6 or less: +1 per die 1d8 to 1d10: +2 per die 1d12: +3 per die 1d20: +4 per die ...but I need some playtesting. That's why I released these rules, so y'all could give them a spin and see if they perform to expectations. I've never been a fan of the 1s rule. I don't like reducing damage dice. The critical hit rules are a conversion of the older called shots. They also replace the penetration rules of the older system -- and put an end to that whole doggone argument over what things have the best penetration, along with the endless suggestions to create a comprehensive list of all weapons performance against different types of armor, along with the nasty e-mails saying that a pick isn't better than an arrow, etc., when all I intended to do in the original with the short list was give a few examples to let folks create their own penetration items. You can choose the effect, so that a critical hit (which is supposed to be a really good thing) can bail you out in a bad situation. If you have trouble bypassing a creature's natural armor, then a critical hit allows you to "punctuate probability" and break through that armor. I thought about the confirmation roll for DC, but that makes things REALLY complicated. A set DC is easier to keep up with. I don't think the formula is too difficult. It follows the standard base + main modifier + ability score + other modifiers. Base: 10 Main modifier: 1/2 your base attack bonus Ability Score: Strength for melee, Dexterity for ranged Other modifiers: Weapon's enhancement bonuses, Critical multiplier For example, a 10th level fighter with 17 Strength and a +2 pick has a Critical Effect DC as follows: Base: 10 Main modifier: +5 (10/2) Ability Score: +3 (Strength modifier) Other modifiers: +2 enhancement bonus, +10 for the pick's x4 multiplier Total DC: 30 (Picks do good criticals!) You might be saying, "Well, heck, I'll always use a pick!" But think about this: If the same character used a +1 keen rapier (critical threat: 18-20 [3 points] doubled to 15-20 [6 points]), he would threaten a critical hit with every successful attack. His DC would be different, though. Base: 10 Main modifier: +5 (10/2) Ability Score: +3 (Strength modifier) Other modifiers: +1 enhancement bonus, +0 for the x2 multiplier Total DC: 19 Creating the "critical effects" mechanic allowed me to do some of the same stuff as the penetration mechanic in the old system (i.e., get past all that protection), but opens up options for using a wide variety of weapons, rather than just running around with a pick. Finally, linking armor penetration to critical hits creates some unique situations with undead, constructs, and oozes. They are immune to critical hits. Heh-heh! Now, they're a heck of a thing to kill, but I don't have to create special rules for dealing with their unique physiologies. I'd rather have a character perform a sunder to damage armor. The critical effects deal with things that happen to the organism, rather than its equipment. My personal preference is to avoid having critical hits do the same thing as special attacks, like the trip, sunder, bull rush, et al. You can give the "Damage Armor" effect a whirl in your own game, though. Let me know if it fits and works. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Grim-n-Gritty: Revised and Simplified
Top