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Grim n' Gritty rules...
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<blockquote data-quote="Bendris Noulg" data-source="post: 666729" data-attributes="member: 6398"><p>Actually, this is a problem even with the standard rules. However, I could see it happening more often with G&G.</p><p></p><p>I liked what it was trying to do, but it was dramatically harsh.</p><p></p><p>Sleeping Imperium has very little by way of monster encounters, so the harshness only effects the Players once in a great while since the average opponent is in the same boat.</p><p></p><p>SI is <em>almost</em> a non-magic setting (best described as Low Magic in the extreme), making most forms of magic lethal, particularly at upper levels.</p><p></p><p>As such, I found it unfitting for my needs. I run low magic, but magic <em>is</em> there and it <em>is</em> powerful. Monsters are rare, but if you pass through the wrong region, you're going to have <em>a lot</em> to deal with.</p><p></p><p>My solution was to throw G&G and W&V into a blender. What I got (which I call Health & Resilience) is rather nice, reflecting the harshness of combat that I wanted without being an immediate kill-factor for the PCs. Add rules for severe wounds, determine the chances of infection, develop some more detail for Heal, add a Profession: Surgeon and a Field Surgery Feat, adopt some of Bastion's Herbalism rules, and >bang!<, a viable system for a Low-Magic D&D setting that frees the PCs from dependancy on (non-existing) Divine healing magic.</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 666729, member: 6398"] Actually, this is a problem even with the standard rules. However, I could see it happening more often with G&G. I liked what it was trying to do, but it was dramatically harsh. Sleeping Imperium has very little by way of monster encounters, so the harshness only effects the Players once in a great while since the average opponent is in the same boat. SI is [i]almost[/i] a non-magic setting (best described as Low Magic in the extreme), making most forms of magic lethal, particularly at upper levels. As such, I found it unfitting for my needs. I run low magic, but magic [i]is[/i] there and it [i]is[/i] powerful. Monsters are rare, but if you pass through the wrong region, you're going to have [i]a lot[/i] to deal with. My solution was to throw G&G and W&V into a blender. What I got (which I call Health & Resilience) is rather nice, reflecting the harshness of combat that I wanted without being an immediate kill-factor for the PCs. Add rules for severe wounds, determine the chances of infection, develop some more detail for Heal, add a Profession: Surgeon and a Field Surgery Feat, adopt some of Bastion's Herbalism rules, and >bang!<, a viable system for a Low-Magic D&D setting that frees the PCs from dependancy on (non-existing) Divine healing magic. [/QUOTE]
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