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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="ragboy" data-source="post: 2489774" data-attributes="member: 4151"><p>Hmm. I ran through a couple of combats, and I'm not sure if I like the contested roll portion of the dodge/parry. In fact, I think I like it for parry, but not at all for dodge, and it kind of makes sense. A handful of feats based on parry rolls and counter attacks might make for even more interesting combat, and better justify the use of parry for the combatant. For some reason, I just don't like the 'crapshoot' aspect of a dodge contested roll (especially since its a character's only defense against ranged weapons). </p><p></p><p>I may use both when I run my next scenario to see how it plays with actual players. </p><p></p><p></p><p></p><p></p><p>I don't know if I like the Armor DR rules. For some reason, Armor DR begs for a hit location system that makes combat resolution that much more difficult, slow and complicated. For instance, you're basically saying that a 17th century Musketeer in a cuirass has a full-body DR of X. Or that every shot that would affect wound points would go to his torso. You're kind of pointing out that to be realistic, armor should absorb damage, but then setting it up in an unrealistic implementation. Strangely, it didn't bother me much in Star Wars, so I don't have much of a defense for the opinion. </p><p></p><p>Maybe I'm just overthinking it. </p><p></p><p>VP/WP is cool, and I think the contested Parry defense has a lot of character development potential, and infuses combats with some more cinematic aspects. It certainly makes AC a more active stat, and almost forces the victim of the attack to describe how they are defending. </p><p></p><p>Good job overall. I know it's an undertaking (and takes some cajones) to offer up variants to rules that people already enjoy. Especially to this crowd. <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></blockquote><p></p>
[QUOTE="ragboy, post: 2489774, member: 4151"] Hmm. I ran through a couple of combats, and I'm not sure if I like the contested roll portion of the dodge/parry. In fact, I think I like it for parry, but not at all for dodge, and it kind of makes sense. A handful of feats based on parry rolls and counter attacks might make for even more interesting combat, and better justify the use of parry for the combatant. For some reason, I just don't like the 'crapshoot' aspect of a dodge contested roll (especially since its a character's only defense against ranged weapons). I may use both when I run my next scenario to see how it plays with actual players. I don't know if I like the Armor DR rules. For some reason, Armor DR begs for a hit location system that makes combat resolution that much more difficult, slow and complicated. For instance, you're basically saying that a 17th century Musketeer in a cuirass has a full-body DR of X. Or that every shot that would affect wound points would go to his torso. You're kind of pointing out that to be realistic, armor should absorb damage, but then setting it up in an unrealistic implementation. Strangely, it didn't bother me much in Star Wars, so I don't have much of a defense for the opinion. Maybe I'm just overthinking it. VP/WP is cool, and I think the contested Parry defense has a lot of character development potential, and infuses combats with some more cinematic aspects. It certainly makes AC a more active stat, and almost forces the victim of the attack to describe how they are defending. Good job overall. I know it's an undertaking (and takes some cajones) to offer up variants to rules that people already enjoy. Especially to this crowd. ;) [/QUOTE]
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[GRIM TALES] GlassJaw's Grim Tales Variant Ruleset v1.2! (updated 9/29/05)
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