[Grim Tales] First GT Session, and Lessons Learned...


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Sorry I missed your game, Flynn. Sounds like it was fun. Now, if I can just get rid of this troublesome family, I'll have more time to game! Keep me in mind for the next one.
 

Alternate Method for handling Defense Bonus issues...

I am currently experimenting with a cap on class defense values equal to the maximum Dex bonus of armor worn as another means of controlling runaway AC values, instead of using only the higher of armor and class defense values as suggested in WOTC's Unearthed Arcana. I recall reading this suggestion somewhere, and am now finding it to my liking as I generate NPCs and look at the numbers involved. It encourages less armor for the more defensive types, while keeping AC values reasonable at lower levels.

Any thoughts? Also, if you know where I might have first read this suggestion, I'd like to give credit where credit is due.

With Thanks,
Flynn
 

There *is* something counterintuitive to the way those horror checks are handled. Mind you, I can never remember how turning undead works either. :o

I think I would work it like an attack on the PCs. First comes the fright or flight phase, then the monster "attacks" - only instead of rolling a d20 it rolls 2d6 plus modifiers. And instead of AC, the PCs use their Charisma to see if they "get hit". If the monster "hits" then the at-risk PC rolls the d20+modifiers to see what the effect is.

Same dice rolls, only in a different order.
 

If you're playing in the Austin area and need another player next time you run a game, drop me a line. I just got the rules myself, and wouldn't mind using them as a player to get used to them before adding them into my personal game.
 



Griffonsec said:
If you're playing in the Austin area and need another player next time you run a game, drop me a line. I just got the rules myself, and wouldn't mind using them as a player to get used to them before adding them into my personal game.

I might be running a One Shot or two over the holidays here in Austin. If you're interested, please contact me via email, and I will keep you in the loop.

Also, I'm starting a Grim Tales sword-and-planet campaign in March, and am looking for interested players.

More later,
Flynn
 

Griffonsec said:
If you're playing in the Austin area and need another player next time you run a game, drop me a line. I just got the rules myself, and wouldn't mind using them as a player to get used to them before adding them into my personal game.

Oh Ragboy!
 

My XP with AC's in GT...really high. (wow...lots of abbv.'s there.)

3 House Rules I use always now:
1) 'Iron' Armor: AC= DR Dice eg. AC6 armor = 1d6 DR, 6 NL DR
---- Max dex apply's only to Dex, as normal
2) AC = 1d20 + Modifiers (not 10+)
3) Multiclassing Defense Penalty of -2

1 & 2 help solve the impossible to hit party problems, give the PCs something to do (and spend AP's on) during the DM turns, and make armor feel like armor, not dodge boosters (IMO)

3) I used in every class-defense based system I've ever seen, except GT (unless I missed it). It just sucks for Fast Hero that a Fast 2 has a worse defense than fast 1/anything 1.*

* It's something liek that, the real 'break away' point is around lvl 4, I think.

Just my thoughts.
 

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