[Grim Tales] A few comments from a new reader

Nim

First Post
Had some recent interest in planning a low-fantasy game, so picked up GT to see how well it suited. Looks pretty good, overall! But a few things to add to the errata and/or consider for the next edition.

* The description of Two Weapon Fighting on page 61 (reduces penalties by 2) doesn't match the TWF penalty table on page 115 (+2 onhand, +6 offhand). I think this is an error inherited from d20 Modern.

* The firearms section could really use a few sample 'Typical Firearms', to match the sample melee weapons, ranged weapons, and armor. Failing that, a text 'walk-through' of creating some particular firearm would help. Since this is going to be new to most, it'd greatly benefit from an example.

* If I'm reading the Single-Shot firearm rules correctly, you're limited to one attack per round (unless you have the Action Shootist feat), but chambering the next round does not require the use of an action. Essentially, you're barred from using the Full Attack action. That seems like a perfectly reasonable mechanic to me - I like it. However, the consequence is that (unless you've changed the rules for bows and I missed it) a BAB +6 archer sans feats has a higher rate of fire than a BAB +6 gunslinger sans feats. This strikes me as illogical. Even without fanning, I'm pretty sure that between two equally-trained users, the fellow with the revolver is going to be quite a bit faster. The easy solution, though it might generate some complaints, would be to put bows under the same rules as single-shot firearms in terms of speed.

* In the magic section, a paragraph about computing spell effect would be a Good Thing, since the core d20 spells were written with certain assumptions about Caster Level...such as, it'll be non-zero. The example of play has a dabbler trying to cast a Fireball, and failing. If he'd succeeded, how much damage would he do? 0d6? This might have been addressed someplace, but I missed it if it was.
 

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Treat the caster level as the spell level for effect purposes (eg fireball does 3d6). If you want more bang, use the minimum caster level for a D&D wizard (fireball does 5d6).

If the GT caster level is higher, use that.
 

That sound like it'd work. Is there a webpage with tips like that someplace? I found a few forum posts, but nothing collected.

(My bad, actually - when I found a more recent version of the errata, that one was actually in there.)
 
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Nim said:
* The firearms section could really use a few sample 'Typical Firearms', to match the sample melee weapons, ranged weapons, and armor. Failing that, a text 'walk-through' of creating some particular firearm would help. Since this is going to be new to most, it'd greatly benefit from an example.

I believe both the firearm and melee weapon tables were designed so your results could mimic those found in the Player's Handbook and d20 Modern. Yes it should have come with more examples, but since it doesn't, check out the SRD on firearms.

* In the magic section, a paragraph about computing spell effect would be a Good Thing, since the core d20 spells were written with certain assumptions about Caster Level...such as, it'll be non-zero. The example of play has a dabbler trying to cast a Fireball, and failing. If he'd succeeded, how much damage would he do? 0d6? This might have been addressed someplace, but I missed it if it was.

I believe Wulf addressed this before, and if I remember correctly, it was either 3d6 or 5d6. ie. damage was based on the Spell Level equally the Caster' Level (3d6) or the Caster Level = the minimum necessary to cast the spell. (5d6)
 

sinmissing said:
I believe both the firearm and melee weapon tables were designed so your results could mimic those found in the Player's Handbook and d20 Modern. Yes it should have come with more examples, but since it doesn't, check out the SRD on firearms.

Oh, my point wasn't 'wah, I can't use this without examples'. It was 'the book would be better with examples'. I know Wulf reads this forum, and I remember him saying somewhere that he liked getting feedback. And I figure there'll be a GT 2, since it seems pretty popular. So I might as well toss the comment out there.

Anyway, the SRD isn't very helpful for archaic-era firearms :) And there's no point in looking at the Renaissance weapon stats in the DMG. A 1d12 musket with a range increment of 150 feet? It's silly. I'd rather fake it myself. But I was sort of interested in how the GT folks thought it should work out, so an example there would have been a nice touch.
 

The correct answer is (3d6) - use the spell level as the minimum caster level when the spell takes effect. Therefore, until you have CL4, all fireballs still do 3d6 damage, even if you have no magical training.
 



Another possible errata: "Striking True"

Nim said:
Had some recent interest in planning a low-fantasy game, so picked up GT to see how well it suited. Looks pretty good, overall! But a few things to add to the errata and/or consider for the next edition.

The ability to use an action point to "strike true" against creatures with damage reduction references the Combat section, but I wasn't able to find any references to this ability in the Combat section. Did I miss it? Also, does this use of an action point allow PCs to bypass damage reduction as it seems to imply?

With Regards,
Flynn
 

I'm wondering myself, if I've missed the paragraph, which detailes, that Grim Tales is humanocentric like d20Modern. I know, that in d20Modern the bonus feats and the extra skill point per level are already included in the numbers, but I'm not sure, if it is the same in GT. After all, it could assume, that a human gets three feats at the level and even for a Strong Hero 3+Int mod+1 skill points per level.
 

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