Flynn
First Post
Good Morning, All,
Last night, I finally got the chance to run Grim Tales, and I had a blast doing it! For a little background, my weekly D&D game didn't meet last night due to the Thanksgiving holidays, so I managed to find a couple of local gamers that were staying in town and wanted to give Grim Tales a try. I downloaded a Conan adventure off the internet and modified it to fit Grim Tales, compensating for only two PCs by using GT's encounter design system. The two characters were 5th level, and some problems came up as a result of their reduced numbers, which will be covered in Lessons Learned, below.
All in all, though, we had a great time. Grim Tales played like any other D20 system, and was easier to pick up on the fly with new gamers than Spycraft or Traveller T20, so I don't see any problems with using it for my next campaign (the "sword and planet" milieu I've been working on).
LESSONS LEARNED:
+ Action Points: The use of Action Points in Grim Tales is much more integrated into the game than in Eberron or Unearthed Arcana. I found the system easy to use and highly dynamic, more than I expected, to be honest. I was able to pass out a number of APs during the night due to critical failures, and I liked how that worked out. I was pleased with the results, very pleased.
+ Defense Bonuses: In GT, as in D20 Modern, each class grants a defense bonus that stacks with armor to add to a character's AC, thus making AC higher than in other versions of D20 to my experience. This became a problem when the lower CR encounters imposed by the reduced numbers of the party, with no equivalent BAB boost, were unable to hit the AC of the party outside of a natural 20. In games without armor easily available, this isn't a problem. However, in an archaic setting with decent armor available, this made combats more an exercise of waiting until the PCs could hit the monsters while desperately trying for a natural 20. The combat scenes were still fun, but hardly threatening. The PCs only took damage from the automatic damage of a swarm attack. This will translate to NPCs with class levels being more dangerous foes than other encounters, because they'll be much harder to hit.
+ Skills: Some of the skills were a little different, but that may have been based on my limited understanding of D20 Modern and its influence on the skill selections. That isn't a problem, but will take a little effort to learn. Much less effort will be required to learn GT's skills than Traveller T20, and T20 was easy to pick up, so I don't suspect that there'll be any issues.
+ Horror Checks: The mechanics are a little convuluted, but the results make sense. They rarely appear to threaten anyone with a Charisma higher than 12, so appear to be focused on penalizing the guys with a Charisma of 8 for sacrificing Charisma for other stats. Also, the fact that the ELs recommended by the Encounter Design system implies that you will rarely, if ever, see a situation where your character will be threatened with insanity or a similar result, as your PCs' EL will always be higher than the encounter's EL, resulting in a positive modifier all the time. After playing around a little with it, we liked the potential, but will need to see it more in action before we find out if the above observations are true and consistent.
POSSIBLE HOUSE RULES:
+ Defense Bonuses: As v3.5 is based on the concept that the average Attack Bonus for a creature should be around CR * 1.5, +2 if the creature has few special attacks. (See MM v3.5, pg 299) The only difference between 3.5 AC calculations and GT AC calculations are the Defense Bonuses, which appear statistically to grant an additional bonus of just over CR * 0.5 to AC. This gives GT characters an increasing advantage over v3.5 characters, and reduces the challenge of standard D20 creatures without the addition of a +1/2 * CR bonus to attack rolls.
A possible solution for this appears in WOTC's Unearthed Arcana, where Defense Bonuses are offered for the standard D&D classes. Armor is expected to be encountered in a D&D campaign, and so the rule for Defense Bonuses is that you only apply the higher of Defense bonuses and armor bonuses to the character's AC. Using this rule in GT doesn't change the role of Defense bonus in low armor campaigns, but it also doesn't throw AC values askew in a campaign where high armor values are present.
This presents a possible Three Skull variant for Defense Bonuses in a GT campaign:
* One Skull: Defense Bonuses add separately to AC and touch AC, just like the GT rules are currently written.
** Two Skulls: Add the higher of the character's Armor Bonus or Defense Bonus to AC, as per Unearthed Arcana. Defense Bonuses still apply to touch AC.
*** Three Skulls: When flatfooted or otherwise denied one's Dex bonus or dodge bonuses, one also does not add Defense Bonus to AC, as per the rule in GT, pg 94.
+ Horror Checks: I think it would be more intuitive is the results applied were based on how much you missed the Horror Check by, rather than the end result of the dieroll. I still want to play with the system as it is for the time being, but I might also tool up a similar table to the one on GT pg 142 based on differences between the Horror Check and the Threshold to determine a failed check's affect, and test that, as well.
What are your thoughts and experiences? Do they mesh with the above? Or have I misunderstood something?
Enjoy,
Flynn
Last night, I finally got the chance to run Grim Tales, and I had a blast doing it! For a little background, my weekly D&D game didn't meet last night due to the Thanksgiving holidays, so I managed to find a couple of local gamers that were staying in town and wanted to give Grim Tales a try. I downloaded a Conan adventure off the internet and modified it to fit Grim Tales, compensating for only two PCs by using GT's encounter design system. The two characters were 5th level, and some problems came up as a result of their reduced numbers, which will be covered in Lessons Learned, below.
All in all, though, we had a great time. Grim Tales played like any other D20 system, and was easier to pick up on the fly with new gamers than Spycraft or Traveller T20, so I don't see any problems with using it for my next campaign (the "sword and planet" milieu I've been working on).
LESSONS LEARNED:
+ Action Points: The use of Action Points in Grim Tales is much more integrated into the game than in Eberron or Unearthed Arcana. I found the system easy to use and highly dynamic, more than I expected, to be honest. I was able to pass out a number of APs during the night due to critical failures, and I liked how that worked out. I was pleased with the results, very pleased.
+ Defense Bonuses: In GT, as in D20 Modern, each class grants a defense bonus that stacks with armor to add to a character's AC, thus making AC higher than in other versions of D20 to my experience. This became a problem when the lower CR encounters imposed by the reduced numbers of the party, with no equivalent BAB boost, were unable to hit the AC of the party outside of a natural 20. In games without armor easily available, this isn't a problem. However, in an archaic setting with decent armor available, this made combats more an exercise of waiting until the PCs could hit the monsters while desperately trying for a natural 20. The combat scenes were still fun, but hardly threatening. The PCs only took damage from the automatic damage of a swarm attack. This will translate to NPCs with class levels being more dangerous foes than other encounters, because they'll be much harder to hit.
+ Skills: Some of the skills were a little different, but that may have been based on my limited understanding of D20 Modern and its influence on the skill selections. That isn't a problem, but will take a little effort to learn. Much less effort will be required to learn GT's skills than Traveller T20, and T20 was easy to pick up, so I don't suspect that there'll be any issues.
+ Horror Checks: The mechanics are a little convuluted, but the results make sense. They rarely appear to threaten anyone with a Charisma higher than 12, so appear to be focused on penalizing the guys with a Charisma of 8 for sacrificing Charisma for other stats. Also, the fact that the ELs recommended by the Encounter Design system implies that you will rarely, if ever, see a situation where your character will be threatened with insanity or a similar result, as your PCs' EL will always be higher than the encounter's EL, resulting in a positive modifier all the time. After playing around a little with it, we liked the potential, but will need to see it more in action before we find out if the above observations are true and consistent.
POSSIBLE HOUSE RULES:
+ Defense Bonuses: As v3.5 is based on the concept that the average Attack Bonus for a creature should be around CR * 1.5, +2 if the creature has few special attacks. (See MM v3.5, pg 299) The only difference between 3.5 AC calculations and GT AC calculations are the Defense Bonuses, which appear statistically to grant an additional bonus of just over CR * 0.5 to AC. This gives GT characters an increasing advantage over v3.5 characters, and reduces the challenge of standard D20 creatures without the addition of a +1/2 * CR bonus to attack rolls.
A possible solution for this appears in WOTC's Unearthed Arcana, where Defense Bonuses are offered for the standard D&D classes. Armor is expected to be encountered in a D&D campaign, and so the rule for Defense Bonuses is that you only apply the higher of Defense bonuses and armor bonuses to the character's AC. Using this rule in GT doesn't change the role of Defense bonus in low armor campaigns, but it also doesn't throw AC values askew in a campaign where high armor values are present.
This presents a possible Three Skull variant for Defense Bonuses in a GT campaign:
* One Skull: Defense Bonuses add separately to AC and touch AC, just like the GT rules are currently written.
** Two Skulls: Add the higher of the character's Armor Bonus or Defense Bonus to AC, as per Unearthed Arcana. Defense Bonuses still apply to touch AC.
*** Three Skulls: When flatfooted or otherwise denied one's Dex bonus or dodge bonuses, one also does not add Defense Bonus to AC, as per the rule in GT, pg 94.
+ Horror Checks: I think it would be more intuitive is the results applied were based on how much you missed the Horror Check by, rather than the end result of the dieroll. I still want to play with the system as it is for the time being, but I might also tool up a similar table to the one on GT pg 142 based on differences between the Horror Check and the Threshold to determine a failed check's affect, and test that, as well.
What are your thoughts and experiences? Do they mesh with the above? Or have I misunderstood something?
Enjoy,
Flynn