Wulf Ratbane
Adventurer
Felon said:Got the book Friday, and have pored over it extensively. I'm impressed. My only criticisms so far are A) the "crumpled page" look is a major impediment to legibility (trying to keep people from scanning into a text file or something?)
Never even registered as a concern. It was just a line look.
Fair warning in advance, then: Slavelords of Cydonia will not only probably use the same treatment, I felt that I could actually move the margins out another 1/2 inch without sacrificing legibility.
and B) Strong heroes don't get the Rage talent (even though other Talents are shared between classes when appropriate).
I didn't think it was appropriate. If you think otherwise, add it. Certainly the GT rulebook should give you the confidence to tweak the game however you like-- right?
But I would caution against adding everything you think is appropriate to every class, especially feats or talents that are at the beginning or end of a feat chain or talent tree. For example, Rapid Shot is certainly a good choice for a Fast feat. You'll notice though that Fast heroes don't get it-- you risk front-loading the class.
You might also want to do a count of how many abilities are available to each class. I think the Dedicated class has the most options, and if I recall Strong might actually be at the back of the pack (something like 20 to 16 or something). There's certainly room to add Rage, but again, I think you risk front-loading the Strong class. Certain feats and talents in combination with the raw numbers of certain classes (BAB, saves, Defense, etc.) can be, frankly, just too good.
Best example: Sneak attack belongs to the Smart class, though you could make a very good argument to offer it to the Fast class. I chose not to make Fast any more desirable than it already was. Likely, the same design consideration kept Rage away from Strong heroes.
I'd REALLY love to see some of D&D's core classes reverse-engineered into advanced classes. For instance, making rogues from smart & fast heroes, barbarians from strong & tough heroes, and monks from a trifecta of strong, fast, and dedicated heroes.
There are no advanced classes in Grim Tales. Nor are there any prestige classes. There is no need for them, and I'd recommend that a GM add feats or new talent trees to his game before he adds classes. One of the neat things about GT is character customization. It adds a level of power that is not only fun, but a level of survivability that is frankly pretty necessary in a low-magic game.
As (most) of the class abilities from D&D were converted to talents for Grim Tales, what exactly are you missing in order to do what you want to do? Are you simply asking for a couple of sample "builds" or templates to show how it could be done?
Neat idea-- if I had time I would do it. But I think as soon as you sit down to do it, you'll find it grows harder and harder to convert on a 1-to-1 basis. The d20Modern classes get a lot more feats (a class-specific feat every 2nd level in addition to a wildcard feat every 3rd level). Since most D&D class abilities are talent trees, not feats, you'll discover that although the GT-built character is on a par with the power of a D&D character, they become quite divergent in terms of the types of abilities they sport.
If you want to tackle the job in a seperate thread here or in house rules, I would love to jump in and discuss as time permits!
Wulf