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Grim-n-Gritty: Revised and Simplified
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<blockquote data-quote="Thomas Hobbes" data-source="post: 1488710" data-attributes="member: 8623"><p>Firstly, I can't thank you enough for a really killer rules system. My group and I have been using the previous version of Grim-n-Gritty in a d20 Modern game for a while now and having lots of fun with it.</p><p></p><p>I also like the new system a lot- it, as you say, is <em>simplified</em>. I've been running d20 Modern with both the more-complex stunning variant (make a fortitude save vs. damage, fail by 1-5, dazed, fail by 6-10, stunned, fail by 11+, stunned for 2d6 rounds) and the more-complex bleeding variant (every 1d6+con modifier rounds, go from OK to fatigued to exhausted to incapacitated to dead) and while I liked them for their game effect, it was a pain to GM a game with multiple combatants all bleeding to death. Perhaps any attack that deals more than 1 wound category has you then losing 1 pip/round, or something? But I digress.</p><p></p><p>I was wondering if perhaps you have any advice on using the system for d20 modern. The primary difficulty, I think, lies in the fact that the problem of Hit Dice outlined by another poster in reference to D&D is more pronounced in d20 modern, where the tie between base attack bonus and hit die is much more tenuous, and the pre-existing defense bonus further complicates things. For example:</p><p></p><p>The class with full BAB (strong) has a d8 hit die and the class with a d10 (tough) has 3/4 BAB. Each class already has a defense bonus listed, and this defense bonus' relation to BAB is less than direct- the strong hero has the second best defense progression, as does the tough, and the fast hero has 3/4 BAB, d8 hit die, and the best of the defense bonuses.</p><p></p><p>Since toughness=soak, that’s the obvious way to do things, and since modern settings tend to be armor-light, it won’t break things too much to have level-based soak. So how about this (round down, as always):</p><p></p><p>d10= +1/3 soak</p><p>d8 or d6= 1/6 soak</p><p>d4= 1/12 soak</p><p></p><p>Defense bonus would be... kept as in d20 modern? Converting to the RGnG system would remove the balancing factor of the listed defense bonus, but if you keep it the d20 modern way the defense roll tends to be much, much higher than it would be in RGnG.</p><p></p><p>What do you think? If I can convince my players, I might have some more playtest data for you at some point. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Thomas Hobbes, post: 1488710, member: 8623"] Firstly, I can't thank you enough for a really killer rules system. My group and I have been using the previous version of Grim-n-Gritty in a d20 Modern game for a while now and having lots of fun with it. I also like the new system a lot- it, as you say, is [i]simplified[/i]. I've been running d20 Modern with both the more-complex stunning variant (make a fortitude save vs. damage, fail by 1-5, dazed, fail by 6-10, stunned, fail by 11+, stunned for 2d6 rounds) and the more-complex bleeding variant (every 1d6+con modifier rounds, go from OK to fatigued to exhausted to incapacitated to dead) and while I liked them for their game effect, it was a pain to GM a game with multiple combatants all bleeding to death. Perhaps any attack that deals more than 1 wound category has you then losing 1 pip/round, or something? But I digress. I was wondering if perhaps you have any advice on using the system for d20 modern. The primary difficulty, I think, lies in the fact that the problem of Hit Dice outlined by another poster in reference to D&D is more pronounced in d20 modern, where the tie between base attack bonus and hit die is much more tenuous, and the pre-existing defense bonus further complicates things. For example: The class with full BAB (strong) has a d8 hit die and the class with a d10 (tough) has 3/4 BAB. Each class already has a defense bonus listed, and this defense bonus' relation to BAB is less than direct- the strong hero has the second best defense progression, as does the tough, and the fast hero has 3/4 BAB, d8 hit die, and the best of the defense bonuses. Since toughness=soak, that’s the obvious way to do things, and since modern settings tend to be armor-light, it won’t break things too much to have level-based soak. So how about this (round down, as always): d10= +1/3 soak d8 or d6= 1/6 soak d4= 1/12 soak Defense bonus would be... kept as in d20 modern? Converting to the RGnG system would remove the balancing factor of the listed defense bonus, but if you keep it the d20 modern way the defense roll tends to be much, much higher than it would be in RGnG. What do you think? If I can convince my players, I might have some more playtest data for you at some point. :) [/QUOTE]
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