Grim Tales SRD still available?

Just to make sure that the obvious is stated (since you said that you really have to see the numbers, and people's endorsements won't do it, but if they do, add mine): you do know that it's pretty much "d20 Modern Classes, with levels 11-20 added, and many D&D-type abilities added as d20 Modern Talents", right?

You can get a look at it pretty easily by looking at the d20 Modern SRD, and then imagining that Barbarian Rage is a Tough Talent, Turn Undead is a Charismatic Talent, and so forth. (In almost all cases, a D&D class ability that becomes a talent becomes an ADVANCED talent, which means that you can't get it until you've gotten at least 3 levels in the class in question.)

Dunno if that helps, but yeah, I miss the GT:SRD. I consulted that a lot while designing encounters from work (where I didn't have the book with me).
 

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Thanks for all the help

I'd say I'm probably 95% convinced which is pretty good without actually touching a hard copy of the product. The reviews gave me a pretty good basis for what I'm expecting to be present.

I have a few questions though, as long as I've got somebody to ask.

1) Advanced Talents.
How transparent are the design decisions with these? I've seen references to Rage being a Tough hero or Constitution based talent. This seems logical to me since the duration of Rage is determined by Con bonus. But with that in mind is there a preponderance of Charismatic talents since most Supernatural abilities are Charisma based?

2) Skills.
Is this a pretty seamless fit? The core skill concept and action point mechanics not withstanding do skills appear as say the SRDs in regard to DCs, use times, etc?

3) Magic.
While it appears that the actual use of magic is quite different (casting rolls, ability damage) how adaptable is the system for acquiring magic. For example, if I wanted to use the Conan RPG magic system would the Feat/Talent acquisition method presented require a lot of chiseling or could I make it fit without too much work.

Conan as an example may be too specific so take that with a grain. Basically I'm querying the modularity of the system.

Thanks again for your helpful responses.
 

Derro said:
I'd say I'm probably 95% convinced which is pretty good without actually touching a hard copy of the product. The reviews gave me a pretty good basis for what I'm expecting to be present.

I have a few questions though, as long as I've got somebody to ask.

1) Advanced Talents.
How transparent are the design decisions with these? I've seen references to Rage being a Tough hero or Constitution based talent. This seems logical to me since the duration of Rage is determined by Con bonus. But with that in mind is there a preponderance of Charismatic talents since most Supernatural abilities are Charisma based?

Not really. A number of talents in the area can be accessed through two classes. So Dedicated and Charismatic can get the Turn Undead Talent as with most of those kind of talents. Even though they are still Cha based, straight Dedicated heroes can get them

2) Skills.
Is this a pretty seamless fit? The core skill concept and action point mechanics not withstanding do skills appear as say the SRDs in regard to DCs, use times, etc?

Almost all of them yes. There are a few minor tweaks, but yeah pretty seamless. And because you can pick what skills you want, it gives you a great deal more flexibility in character design.


3) Magic.
While it appears that the actual use of magic is quite different (casting rolls, ability damage) how adaptable is the system for acquiring magic. For example, if I wanted to use the Conan RPG magic system would the Feat/Talent acquisition method presented require a lot of chiseling or could I make it fit without too much work.

Conan as an example may be too specific so take that with a grain. Basically I'm querying the modularity of the system.

Thanks again for your helpful responses.

I am not familiar with the Conan RPG magic system. But almost certainly yes. That is the great thing with GT, you can tweak anything. 3.5 said here are the keys go drive it and have fun. With GT, Wulf said here are the keys and by the way here is how to pop the hood and add on your own after-market accessories. GT was designed to be a tool box. Within GT you have a number of options that let you control how fast action points regenerate, how deadly Massive Damage is etc. You can strap essentially anything on. I have used or seen used 4 different magic systems with GT. There may be some chiseling to get it to fit, but it shouldn't be excessive. The key with magic in GT is that is should hurt, the caster. Magic is rare but still powerful, but there should be a risk to cast it. I am certain you will find a great deal to like in GT, but everyone tweaks it to be exactly the way they like it.
 

If it helps, I have run a Grim Tales Sword & Planet campaign that took characters from 4th level all the way up to 16th over the course of 16 months or so. The system handled it very well, the characters were robust and unique because they had control over when they took talents, and the players really enjoyed the game.

I wrote a simple stat block generator, which one of my players ran with and tricked out into a very nice DM tool for Grim Tales:
http://jasons.wumple.com/Interests/Gaming/RPGs/Samardan/gt_stat_block/gt_stat_block.html

I hope this helps,
Flynn
 

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