Turanil
First Post
Okay, I am still actively designing my Grim Tales campaign setting, and must work on several things at once.
So, I have decided this: Adventuring classes are those from Grim Tales. But there is also NPC classes, and they are the SRD Barbarian, Fighter, Rogue, and Ranger (without spells), plus a few others (UA Thug, AU Unfettered, etc.): only classes without supernatural or magic. My first reason to include them was to be able to use existing stat-blocks for NPCs, not having to create a bunch of them, which is long and fastidious.
Now, for various reasons I have also decided that players could rather choose to be of these Fighter/Rogue/etc. classes instead of Grim Tales classes. Of course, it will be impossible to mix D&D with Grim Tales classes, plus none of the nice features of Grim Tales classes will be allowed to D&D classes, such as Magic-use, Defense bonus, or Action Points. But here is the problem: Action Points.
Action Points are really the nice thing, IMO, to differentiate Grim Tales classes from D&D classes. Now, there is the problem of Critical Hits + Action Points. I don't know what to choose, and would like to know your opinion about it. Basically I see two choices:
1) Action Points have nothing to do with Critical Threats & Hits, which are handled in the normal 3.5 way (critical dmg if confirmed hit). As such, only the Grim Tales classes get Action Points, which gives a significant advantage and difference, putting them ampart from all other classes, and making them all the more desirable. In this option, Grim Tales classes = heroes, while Fighters/Rogues/etc. = mere everyday life commoners.
2) Action points are required to confirm a Critical Hit, and you get Action Points for Critical Misses and being subject to an enemy's Critical Hit. In this option, even Fighters/Rogues/etc. will have some Action Points, even if much less than adventuring classes. It makes Grim Tales classes less apart from them. I don't want to go for complicated houserules where D&D classes could use Action Points only for certain things such as Critical Hits, while Grim Tales classes can use them for everything.
Of course, maybe my players will finally all take Grim Tales classes (I am doing everything to encourage them, but subtly, as I want to leave them the choice).
Note also that when Grim Tales tells (
) that you confirm a Critical Hit with an Action Point, do you have to give action points (and thus keep track of them) to NPCs and monsters? Or do they use different rules than PCs?
What do you thing about it?
-------------------------------------------------------------------------
Edit: Maybe the trick would be of having Critical Hits work as in regular 3.5, but those with Action Points have the opportunity to use them to immediately confirm the hit rather than reroll the d20. I see this as my prefered option, but maybe I overlook something important with that houserule?
Thanks
So, I have decided this: Adventuring classes are those from Grim Tales. But there is also NPC classes, and they are the SRD Barbarian, Fighter, Rogue, and Ranger (without spells), plus a few others (UA Thug, AU Unfettered, etc.): only classes without supernatural or magic. My first reason to include them was to be able to use existing stat-blocks for NPCs, not having to create a bunch of them, which is long and fastidious.
Now, for various reasons I have also decided that players could rather choose to be of these Fighter/Rogue/etc. classes instead of Grim Tales classes. Of course, it will be impossible to mix D&D with Grim Tales classes, plus none of the nice features of Grim Tales classes will be allowed to D&D classes, such as Magic-use, Defense bonus, or Action Points. But here is the problem: Action Points.
Action Points are really the nice thing, IMO, to differentiate Grim Tales classes from D&D classes. Now, there is the problem of Critical Hits + Action Points. I don't know what to choose, and would like to know your opinion about it. Basically I see two choices:
1) Action Points have nothing to do with Critical Threats & Hits, which are handled in the normal 3.5 way (critical dmg if confirmed hit). As such, only the Grim Tales classes get Action Points, which gives a significant advantage and difference, putting them ampart from all other classes, and making them all the more desirable. In this option, Grim Tales classes = heroes, while Fighters/Rogues/etc. = mere everyday life commoners.
2) Action points are required to confirm a Critical Hit, and you get Action Points for Critical Misses and being subject to an enemy's Critical Hit. In this option, even Fighters/Rogues/etc. will have some Action Points, even if much less than adventuring classes. It makes Grim Tales classes less apart from them. I don't want to go for complicated houserules where D&D classes could use Action Points only for certain things such as Critical Hits, while Grim Tales classes can use them for everything.
Of course, maybe my players will finally all take Grim Tales classes (I am doing everything to encourage them, but subtly, as I want to leave them the choice).
Note also that when Grim Tales tells (

What do you thing about it?
-------------------------------------------------------------------------
Edit: Maybe the trick would be of having Critical Hits work as in regular 3.5, but those with Action Points have the opportunity to use them to immediately confirm the hit rather than reroll the d20. I see this as my prefered option, but maybe I overlook something important with that houserule?
Thanks
Last edited: