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Grim-n-Gritty: Revised and Simplified
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<blockquote data-quote="Northcott" data-source="post: 1471073" data-attributes="member: 18167"><p>Well, I finally cracked and registered at ENWorld for the sake of this thread. So much for my resolution to whittle down on the number of messageboards. </p><p></p><p>Anyway, I've thrown these new rules at my group, and there's some debate about them, but they seem to be digging it overall. Most of us like the quick n' nasty side of things; the debate comes in what flavour people prefer.</p><p></p><p>A couple things I'd wanted to throw into the mix as possible additions/ideas that we may end up playtesting in the future:</p><p></p><p>1) The use of 2d10 instead of a d20 in combat provides a nice curve that makes variant skill levels more important, and reduces the chance of pleasant or unpleasant surprises. A natural 20 is now a 1 in 100 chance, while most rolls will fall in the 8-12 range. Makes it a little easier to calculate your odds stepping into a fight.</p><p></p><p>Mind you, the 2d10 gig starts to fall apart when applied to non-combat skills, due to the painful difficulty in some DCs... but that's a story for a different time. I figured some folks might like to wrestle with that idea given the overall open tone of this thread.</p><p></p><p>2) It's been my experience that while dexterity/speed is certainly a key ability for a combatant, brute strength should not be underestimated. It provides not only extra damage, but can make blows harder to block with increased force (there's a reason why epees and greatswords didn't meet on medieval battlefields), and increased muscle mass provides valuable protection for interior organs and bones. The bigger body is harder to hurt. With that in mind:</p><p></p><p>2 a) Strength bonus, halved and rounded down, is added to the "to hit" factor.</p><p>2 b) Strength bonus provides one free "pip" in the "lightly wounded" category per point of strength, providing a one-time "Soak" that is diminished by wounding, yet can be healed. </p><p></p><p>I'm still chewing over the last -- it's probably waaaaay too much. Perhaps as with 2a, it should be halved and rounded down in lethal, but left full in non-lethal?</p><p></p><p>Either way, the basic rule alteration is brilliant. It addresses the parts of the d20 rules that I liked the least; the rules were so well tailored that they practically become a genre unto themselves. To capture the flavour of realistic historical games, Harn, or Old West gunfights, this kind of process seems to be far superior.</p></blockquote><p></p>
[QUOTE="Northcott, post: 1471073, member: 18167"] Well, I finally cracked and registered at ENWorld for the sake of this thread. So much for my resolution to whittle down on the number of messageboards. Anyway, I've thrown these new rules at my group, and there's some debate about them, but they seem to be digging it overall. Most of us like the quick n' nasty side of things; the debate comes in what flavour people prefer. A couple things I'd wanted to throw into the mix as possible additions/ideas that we may end up playtesting in the future: 1) The use of 2d10 instead of a d20 in combat provides a nice curve that makes variant skill levels more important, and reduces the chance of pleasant or unpleasant surprises. A natural 20 is now a 1 in 100 chance, while most rolls will fall in the 8-12 range. Makes it a little easier to calculate your odds stepping into a fight. Mind you, the 2d10 gig starts to fall apart when applied to non-combat skills, due to the painful difficulty in some DCs... but that's a story for a different time. I figured some folks might like to wrestle with that idea given the overall open tone of this thread. 2) It's been my experience that while dexterity/speed is certainly a key ability for a combatant, brute strength should not be underestimated. It provides not only extra damage, but can make blows harder to block with increased force (there's a reason why epees and greatswords didn't meet on medieval battlefields), and increased muscle mass provides valuable protection for interior organs and bones. The bigger body is harder to hurt. With that in mind: 2 a) Strength bonus, halved and rounded down, is added to the "to hit" factor. 2 b) Strength bonus provides one free "pip" in the "lightly wounded" category per point of strength, providing a one-time "Soak" that is diminished by wounding, yet can be healed. I'm still chewing over the last -- it's probably waaaaay too much. Perhaps as with 2a, it should be halved and rounded down in lethal, but left full in non-lethal? Either way, the basic rule alteration is brilliant. It addresses the parts of the d20 rules that I liked the least; the rules were so well tailored that they practically become a genre unto themselves. To capture the flavour of realistic historical games, Harn, or Old West gunfights, this kind of process seems to be far superior. [/QUOTE]
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