Grim n' Gritty thinking...

The revised GnG treats Toughness as follows:

Toughness: The Toughness feat adds +1 Soak, rather than +3 hit points. In this system, you can acquire Toughness no more than three times.

Generic Damage Reduction: Characters with generic damage reduction (i.e., damage reduction that looks like #/- and cannot be overcome by special weapons) convert that damage reduction into Soak on a one-for-one basis. For example, a 13th level barbarian with Damage Reduction 3/- in the standard rules gains +3 Soak in the revised Grim-n-Gritty rules.
 
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Just a quick question-- How fast does Grim n Gritty play as compared to regular D20 combat? I'm thinking of using it for a game with a more "normal" feel in the sense that players survive based on skills, not hit point totals, but if it is noticably slower than the regular D20 system, there may be some problems.
I haven't had a chance to play it yet, so I wanted some feedback on the revised system from those who have.
Thanks!
 

Well actually I have not played with the revised edition, but since its simpler and easier to use than the 3.3, i think I can vernture a calculated guess that it will not be much slower.

In essence, every time a DM rolls an attack the player has to roll too for defense (and vice versa).

By the time we finished our first session with GnG 3.3 (we had about 3 encounters) the combat went real smooth.

arnon
 

It plays very similiarly.. In 3.3, we don't use defense rolls, to the real difference is the low HP, and the armor..
Because the standard G&G rules make Armor work entirely as DR, it signifigantly ups the CR of a bunch of humans attacking in armor. Keep that in mind.. While it might be realistic that your PCs have a hard time killing a 1st level guy in plate, it might not be what they expect.

But it's a blast to play, since you have to stay on your toes. With only 15(ish) Hitpoints, you always need to be Very careful. Like in real life ;)

Colin "3.3" Davis
 


IMC, we recently finished a major plot thread (Book 2) and we've started to tweak systems. We're still running with GnG 3.3, but we've decided to drop the Armor = Defense and Protection idea. We found that, with that modification, low level characters were becoming less and less of a threat, and were quickly graduating to the level of annoyance. We wanted to do away with that, and to that end we're experimenting with Armor = Protection, with some slight modifications. First, Protection offers no help against Energy Damage. It doesn't stack with Energy Resistance, either. Also, Protection only stacks with DR/-, so no more werewolves with DR14/Silver because of their Natural Armor. No more Succubi wearing Full Plate having DR 26/Cold Iron or Good. This only detracts from monsters, so it wasn't that big a deal for the PC's, and we're using the Odds are One rule for all Energy Damage. (We're also using Elements of Magic revised, but, who's counting?)

We're in the process of adding in Weapon Groups and a Weapon Equality system that will make (for example) a Scimitar (1d6 18-20 x2 One Handed Slashing) the equal of a Rapier (1d6 18-20 x2 One Handed Piercing Finessable), where Weapon Penetration is a balancing factor in weapon stats.

I keep losing track of this thread, and keep wanting to post. Oh well, I found it again, and I'll probably find it in another week.

- Kemrain v. 3.3

D'oh.. Replying to above posts completely is GOOOOD...

Defense is determined by assuming you took 10 on your Defense roll, and adding modifiers normally. Currently, I'm running a character who, at 9th level, has a 25 Defense (10 Class, 4 Dex, 1 Deflection, plus ten.)

- Kemrain the Smrt.
 
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I have read through the quickstart rules. It has the deadliest system I know, and one i wouldn't mind trying out sometime. But, porting it to D20 doesn't seem possible. Too manu changes.
 

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