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[GRIM TALES] GlassJaw's Grim Tales Variant Ruleset v1.2! (updated 9/29/05)
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<blockquote data-quote="GlassJaw" data-source="post: 2487725" data-attributes="member: 22103"><p>I'm surprised no one's picked up on that yet... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>No, that's not how the Dodge/Parry system works by default - just something I added. I've always wanted to completely remove armor class and try a fully opposed combat system. If it slows things down too much, it's easy enough to remove.</p><p></p><p>Bear in mind that my goal for these rules was to make combat cinematic and action-packed yet quick and brutal. I also wanted to stress tactics and stealth and reduce the need for armor and make actual, full-on combat something to avoid if possible. The WP damage in the surprise round (especially if you have sneak attack damage) is particularly brutal. It makes setting up ambushes and not getting ambushed crucial.</p><p></p><p>For these reasons, I don't think it would slow things down too much. If anything, I think it makes the players a bit more edgy (which is another reason why I want to try it). If they roll poorly on a defense roll and really need to avoid getting hit, do they start dipping into their AP's?</p><p></p><p>Also, there are a lot more things for the players to spend AP's on. Encourage them to do so and replenish them more frequently. And remember, most "normal" opponents won't have AP's. With this ruleset, the only time I would probably give an NPC villain AP's is if it was a mondo BBEG or a spellcaster but only for caster rolls.</p><p></p><p></p><p></p><p>Nice! I'm very curious about the results.</p><p></p><p>Couple of other things: I didn't add in the finesse/armor piercing rules from Conan since I planned to keep the armor DR values similar to Star Wars. The DR in Conan get pretty high so there is more of a need for ways to bypass it or at leat reduce it. I'd have to playtest the rules a bit to see if it would be needed but all things being equal, I'd rather not add those rules.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 2487725, member: 22103"] I'm surprised no one's picked up on that yet... ;) No, that's not how the Dodge/Parry system works by default - just something I added. I've always wanted to completely remove armor class and try a fully opposed combat system. If it slows things down too much, it's easy enough to remove. Bear in mind that my goal for these rules was to make combat cinematic and action-packed yet quick and brutal. I also wanted to stress tactics and stealth and reduce the need for armor and make actual, full-on combat something to avoid if possible. The WP damage in the surprise round (especially if you have sneak attack damage) is particularly brutal. It makes setting up ambushes and not getting ambushed crucial. For these reasons, I don't think it would slow things down too much. If anything, I think it makes the players a bit more edgy (which is another reason why I want to try it). If they roll poorly on a defense roll and really need to avoid getting hit, do they start dipping into their AP's? Also, there are a lot more things for the players to spend AP's on. Encourage them to do so and replenish them more frequently. And remember, most "normal" opponents won't have AP's. With this ruleset, the only time I would probably give an NPC villain AP's is if it was a mondo BBEG or a spellcaster but only for caster rolls. Nice! I'm very curious about the results. Couple of other things: I didn't add in the finesse/armor piercing rules from Conan since I planned to keep the armor DR values similar to Star Wars. The DR in Conan get pretty high so there is more of a need for ways to bypass it or at leat reduce it. I'd have to playtest the rules a bit to see if it would be needed but all things being equal, I'd rather not add those rules. [/QUOTE]
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[GRIM TALES] GlassJaw's Grim Tales Variant Ruleset v1.2! (updated 9/29/05)
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