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*Pathfinder & Starfinder
Grim-n-Gritty: Revised and Simplified
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<blockquote data-quote="spider_minion" data-source="post: 1473909" data-attributes="member: 16096"><p>I just tried out the revised grim-n-gritty rules with some Redline characters (I'm planning on running a Redline one shot in the future). The rules worked great for a brutal post-apocalyptic world, and combat could be REALLY deadly! </p><p></p><p>I ran some staged fights among the two players and also against our pals Otis, Fred, Harold, and Warren. Warren rolled bad on initiatve and was filled with bullet holes, dying before even getting a turn. One time Harold was quickly killed due to a few bad defense rolls, and another time he crippled a PC with a lucky sneak attack. Surprisingly, my two players were able to take down Otis (though I toned down his numbers--see below). Oh, and Fred maimed a PC with a lucky 20. And vehicles--pedestrains are just speedbumps with ability scores. Good stuff; we really had a blast.</p><p></p><p>There still some small things that bother me, however. It seems large creatures really get some serious bonuses. Just by being big, monsters already get significant bonuses to Str, Con, and natural armor. Giving them a +4 addition per size catagory is a little too generous, methinks.</p><p></p><p>One minor change I made was giving characters extra lightly wounded pips based on their level and hit die. I did something like this:</p><p></p><p>d10 or d12 hit die: 1 pip per level</p><p>d6 or d8: 3/4 pip per level</p><p>d4: 1/2 pip per level</p><p></p><p>It did this mainly to balance survivability with extra attacks at higher levels. I haven't ran a battle with really powerful PCs, but it seems like they'd get several attacks in a round, each of which could easily be lethal (a buff, specialized fighter with a +2 flaming greatsword would deal 3d6+10 damage, enough average damage to kill something in one hit).</p><p></p><p>And power attack: perhaps this should give a more generous penalty to damage ratio?</p><p></p><p>Other than what I mentioned, these rules are really solid and fast paced. Now my players will fear combat!</p><p></p><p>Afterthought--Oh, these rules are perfect for gun combat. Really makes players fear getting shot, which is good.</p></blockquote><p></p>
[QUOTE="spider_minion, post: 1473909, member: 16096"] I just tried out the revised grim-n-gritty rules with some Redline characters (I'm planning on running a Redline one shot in the future). The rules worked great for a brutal post-apocalyptic world, and combat could be REALLY deadly! I ran some staged fights among the two players and also against our pals Otis, Fred, Harold, and Warren. Warren rolled bad on initiatve and was filled with bullet holes, dying before even getting a turn. One time Harold was quickly killed due to a few bad defense rolls, and another time he crippled a PC with a lucky sneak attack. Surprisingly, my two players were able to take down Otis (though I toned down his numbers--see below). Oh, and Fred maimed a PC with a lucky 20. And vehicles--pedestrains are just speedbumps with ability scores. Good stuff; we really had a blast. There still some small things that bother me, however. It seems large creatures really get some serious bonuses. Just by being big, monsters already get significant bonuses to Str, Con, and natural armor. Giving them a +4 addition per size catagory is a little too generous, methinks. One minor change I made was giving characters extra lightly wounded pips based on their level and hit die. I did something like this: d10 or d12 hit die: 1 pip per level d6 or d8: 3/4 pip per level d4: 1/2 pip per level It did this mainly to balance survivability with extra attacks at higher levels. I haven't ran a battle with really powerful PCs, but it seems like they'd get several attacks in a round, each of which could easily be lethal (a buff, specialized fighter with a +2 flaming greatsword would deal 3d6+10 damage, enough average damage to kill something in one hit). And power attack: perhaps this should give a more generous penalty to damage ratio? Other than what I mentioned, these rules are really solid and fast paced. Now my players will fear combat! Afterthought--Oh, these rules are perfect for gun combat. Really makes players fear getting shot, which is good. [/QUOTE]
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