GRIM TALES "High Adventure, Low Magic" REVIEW
Grim Tales is a d20 supplement by Badaxe Games. It is a hard-cover rulebook of 210 pages, entirely black and white except for the cover. The backcover states:
"Grim Tales is the high adventure, low magic campaign sourcebook for fantastic roleplaying in your favorite pulp genres, from the dawn of Atlantis to the apocalyptic future of a dying planet. Players will enjoy nearly limitless combinations of classes, feats, skills, and talents to create their characters, while GMs can pick and choose from a wide variety of design mechanics, variant rules, and campaign trappings to create exactly the setting they want to challenge and entertain their players.
Standard rules include: basic classes, skills, feats, talents, equipment, combat, and hazards.
Optional rules include: spells and magic, horror, firearms, vehicles, cybertechnology, creature creation, and encounter design.
Grim Tales is a complete toolkit, allowing you to create exactly the game you want to play. It is designed to be completely compatible with your existing library of d20 products, allowing you to use feats, skills, equipment, spells, monsters, and even entire settings from any source."
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GRIM TALES AT FIRST GLANCE
The cover illustration did remind me of
Frank Frazetta, and seems to suggest that Grim Tales would make a perfect alternative or addition to the Conan d20 game. Then, flipping through the pages, the first thing that stroke me, is that the layout is extremely clear and thus fairly easy to peruse. Although the book is much less pleasant to look at than d20 modern, it's easier to read. All pages are printed on the same background representing a crumpled sheet of paper. Though it is probably supposed to convey a grim mood, I would have preferred it more discreet. Then, art is relatively scarce, and ranges from bad to good, with most of it being average. Since small publishers cannot afford great artists and full color printing, I really cannot blame Grim Tales for that. On the other hand, this often mediocre black and white art did remind me of the "good old days" of AD&D 1e books (not that I regret them though!), so overall I am pleased with this art, but it's me! Otherwise, it clearly appears that Grim Tales is only about rules. There is no maps, no setting, no definition of the genres it could be played with, and not even equipment description. For all of this, you will have to use other books (or create by yourself).
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EXPLORING GRIM TALES' CONTENTS
I have yet to play-test Grim Tales, but since it is heavily based on d20 Modern and SRD 3.5, there shouldn’t be any bad surprise here. The following is thus more of a description of what you will find in the book, and my subjective view about it.
1) Characters:
This chapter is about
Action points (more uses of action points, compared to d20 modern),
Allegiance (very short paragraph, so you will have to read through d20 modern to know more about that),
Backgrounds,
Reputation, and
Classes. The character classes are the six d20 modern basic classes (Strong hero, Fast hero, Tough hero, Smart hero, Dedicated hero, and Charismatic hero) that have been expanded from 10 to 20 levels. The other difference with these classes, is the talents (more of them), feats (drawing from 3e, d20 modern, and other sources), and background. Different but similar from (and replacing) d20 modern
Starting Occupations, the background determines the skills known to a character. In fact it happens that the six classes have no class skills. Instead a character gets a number of "core skills" (i.e.: equivalent of class skills) at character creation, which thereafter seem to remain the same during his entire career, whatever new class he may multiclass in.
Otherwise, Grim Tales does not propose advanced / prestige classes. Its valid point is that one has enough talents and feats to choose from to create any type of character he wishes. In fact, I am grateful that Grim Tales doesn't include still another set of advanced / prestige classes. Despite I like them, I think there is enough of them in d20 modern and a bunch of other supplements out there, to be spared of more. Plus IMO advanced / prestige classes should be tailored to a specific campaign genre (and even setting), so it would be difficult to make meaningful advanced / prestige classes in the generic rulebook that is Grim Tales.
2) Skills:
This chapter presents those skills which could be found in any genre, from archaic fantasy to modern worlds. As such, it's basically the D&D 3.5e skills, rather than the d20 modern ones. Therefore, if you wanted
Computer Use and like skills, you will have to refer to d20 modern or another supplement. Yet these skills are not just a copy-paste from the SRD, as they introduce the concept of critical failure or critical success. Basically, if you roll a natural 20 for a skill check, you may then spend an Action Point to get a "critical success" which specific effects are given in the skill's description. Then, if you roll a natural 1 for a skill check, the DM decides if it is a critical failure (which specific effects are also given in the skill's description ) or not, but if it is, it gets you an Action Point. Otherwise, as outlined above, Grim Tales classes do not give access to a given selection of skills (i.e.: "class skills"). Instead, a character gets 9 to 11 core skills at character creation, and these skills seem to never changes thereafter; so you cannot take a new class to gain access to different skills. So, a character gets the 3 to 5 skills from his chosen background (academic, criminal, investigator, etc., for a total of 18 different backgrounds), plus 1 specific Craft, 1 specific Knowledge, and 1 specific Profession, and finally 3 skills of the character's choosing.
3) Feats:
There is 80 general feats, plus about 20 metamagic feats, 15 firearms feats, and 10 vehicles feats. It seems that some of the firearms and vehicle feats do not come from d20 modern but rather Spycraft or other similar sources. There are people on the Internet to complain that some d20 modern feats "suck". This must be an addressing of their concerns, but myself I am unable to say anything for that matter.
4) Talents:
In addition to the d20 modern talents, many new talents have been added. They are for the most part a conversion of D&D classes abilities (of monks, rogues, paladins, etc.) into talents to use with the six basic classes.
5) Economy & Equipment:
This short chapter doesn't describe any specific equipment at all, be it for medieval or modern settings (so, for that you will have to refer to other books). Rather it expands the d20 modern rules on
Wealth Bonus and
Purchase DC costs, with "supply and demand" rules. Then, there are guidelines for creating new melee weapons and armors if you wanted to.
6) Combat:
There are 28 pages detailing the procedures of combat, including a few new options and variants. This chapter draws more on D&D than d20 modern (despite the two are very similar); for example, Grim Tales uses D&D non-lethal / subdual damage rather than that of d20 modern which is somewhat ludicrous. I would probably have to look more closely at this chapter, but I think that overall it doesn't add this much to what already exists in the core rules (but the fact is, I cannot compare with 3.5, since I only have the 3.0 books).
7) Hazardous Environments:
This chapter presents more material than what is found in d20 modern, adding new stuff such as concerning cold, high altitude, or
Fallout for example, which deals with radiation. Yet, the suggestion that radiation could provoke mutations (especially in a dark-magic fantasy world IMO) is rather succinct (I would have liked to see some examples of mutations). On the other hand, what concerned the dangers of electricity disappeared. Overall, this chapter is an improvement over what proposes d20 modern and D&D 3.0 (but I cannot tell about 3.5).
8) Spells & Magic:
This chapter is the main innovation of Grim Tales. It proposes a method of spellcasting that radically departs from the archetypal D&D "Prepare-Fire-and-Forget" magic-user. It is even not a spell-point system. Instead, in Grim Tales anyone, whatever may be his/her character class, may cast a spell, and whenever he/she wants: no spell slot, no spell-point, no wizard or similar class. However, the new method's intent is not to create the latest munchkin game world, but rather a low-magic one. As such, casting a spell is difficult (requires a d20 check), and draws on your life force (either constitution or strength). It takes many feats and talents to eventually become a mage who can cast spells safely (at least low level spells). This system should prove excellent for those who have become tired of campaigns where (as the author states) "a wizard may cast a cantrip just to heat his cup of tea". Grim Tales spellcasting does much to bring back a sense of danger and wonder (due to rarity and difficulty of use) about magic. Otherwise note that this system doesn't rely on new spells, but just normal d20 spells so you may use any spell you like from the books you have (Grim Tales does not provide new spells).
9) Firearms:
This 8 pages chapter doesn't give any gun or firearm statistic (you will have to use another book for that), but provides rules and guidelines for creating your own homebrew firearms.
10) Horror & Insanity:
This 11 pages chapter deals with horror and insanity, using a new system different (and more complex) from that of Call of Cthulhu d20 / Unearthed Arcana. The latter is pretty simple, where you have a pool of insanity points and may loose them when encountering odious things and creatures (much as hit-points that would however be more difficult to recover). Grim Tales on the other hand, provides a method that doesn't rely on sanity points, but a more complex procedure of horror checks. Those who badly fail an horror check may get an
Insanity (a psychological disorder affecting his behavior thereafter). Note however, that not all of these insanity disorders will hinder the character affected by them. A mild
General Anxiety Disorder for example, actually grants a +2 bonus to initiative, Spot, and Listen checks… (well, these are exceptions, lets precise that the majority of insanity disorders are hindering). Otherwise, there are some options enabling a GM to use a more or less drastic insanity rule as he sees fit for his campaign.
11) Vehicles:
This 9 pages chapter gives no vehicles' statistics, but rules for chases and combat vehicle. I cannot say anything about this chapter, nor compare it to that of d20 modern. I did read it, yet have no idea if it is easy to use, and makes for nice chases and vehicles combat…
12) Fantastic Technology:
This short chapter deals with cyberware (i.e.: technological enhancements implemented into a living creature, including a PC). There is examples of such cyberware, plus guidelines to create new. The rules seem to balance well enough the advantages provided by cyberware with the risks, costs, and limitations involved. I have no idea how it actually would work during the game, but as a GM (read grim master instead of game master
;-)) I would be willing to make NPCs with cyberware, but probably not as a player.
13) Creature Creation:
This 16 pages chapter gives suggestions and guidelines to create new monsters, but especially to calculate their CR. Not having the 3.5 edition, I cannot tell if it comes from it, but I would say this is the most complete work on the subject I ever saw. Yet, I don’t know how many GMs will have the courage (there are really many tables and multiply factors) to determine the CR of their homebrew monsters, or see if the CR of the MM’s creatures match that obtained in using this method.
14) Gamemastering:
These pages explain how efficiently challenge a PC party in using creatures' CR. Until then, I would make the sum of the PCs' levels, add a little for their magical items, then compare that to the sum of the opponents' CR. To say the truth, it rarely gave the expected result (i.e.: a balanced encounter), and reading about this chapter I begin to understand why. There is four pages of charts and tables explaining how to use the CR for determining balanced and challenging encounters. Next time I run a session, I will see how that works…
15) Appendix - Campaign Models:
This chapter presents some plot hooks and adventure ideas. There is the Undead, Dragon Lords, and Lethid campaign suggestions. For each of them you find a few plot hooks plus a big villain stats for each of the three main genres: fantasy, modern horror, and post apocalyptic future.
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MY CONCLUSION
I don't find any fault with Grim Tales; it is one of the best d20 products I purchased those last months. Now, lets guess if you would really enjoy it; lets say that:
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You are interested in d20 modern rules, but not the setting (our own contemporary world). In this case I would heavily suggest to pick up Grim Tales instead. Not only it could be used in a variety of settings (see below), but compared to d20 modern it provides improved rules (many coming from the 3.5 SRD).
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You don't care about d20 modern, but you are searching for a d20 game that would be radically different from D&D. In this case, you should find that Grim Tales is a good purchase. It is very different, yet using almost the same game mechanics (skills, feats, and spells, even if not the spellcasting method)
(1).
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You already use d20 modern, but would like some improvements and a different method of spellcasting. I would say that Grim Tales will give you the best of the 3.5 SRD in conjunction with d20 modern, plus rules from other games, and will above all enable you to forget about the traditional D&D spellcasting system
(2) (that you may consider has no place in a d20 modern game). As such, Grim Tales could make an interesting purchase.
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You already use d20 modern and love it, and was wondering if Grim Tales could be a good addition. I would say that Grim Tales is somewhat redundant with d20 modern. With Grim Tales you would find a sort of "edition 1.5" of d20 modern, though it probably was not the original purpose of the author when doing it. In this case you may at least carefully consider if buying Grim Tales is necessary.
Notes:
- (1): However, you need in this case being familiar with the fact that Grim Tales, like d20 modern, use humans as the default PC race. That is: all PCs begin with two bonus feats at first level, and all classes have an uneven number of skill points per level (i.e.: 3, 5, 7, or 9). Thus, if you were to play a dwarf, elf, or what not, you would have to subtract 1 bonus feat and 1 skill point per level to all character classes. This is a thing I really don't like with d20 modern, but I cannot blame Grim Tales to have kept this way of handling character creation.
- (2): Psionics (FX Psi or Expanded Psionic Handbook) will likewise not fit in a Grim Tales campaign, as they are too similar to D&D spellcasting. On the other hand, I think that Green Ronin's Psychic's Handbook would fit rather well for psionic abilities in a Grim Tales campaign. My suggestion in this case, is to keep the Psychic's Handbook rules exactly as they are, and restrict psychic skills and feats to the Psychic class as is. Giving psychic skills and feats to a Smart hero who gets a talent or feat at each level would quickly unbalance the game IMO.
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WHAT TO DO WITH GRIM TALES?
As already mentioned, Grim Tales is only about rules, and provides absolutely no setting. Thus, here is a list of game worlds / genres, for which I believe Grim Tales would be perfectly appropriate:
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Moorcock's Elric or Runestaff series. Now that I have read Grim Tales, I regret having sold my old Hawkmoon game, because with Grim Tales rules it would have made for a fabulous campaign. I also think that in adapting D&D to the world of
Elric, Dragon Lords of Melnibone (by Chaosium) was a failure. Instead, using Grim Tales for that world is certainly the way to go. Now I can find some use out of my copy of DLoM!
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Robert Howard's Conan. Of course, the recent Conan d20 game that many people have said to be a real success, is probably a better option, especially since it also includes a setting. Nonetheless, for those interested in doing a
Conan campaign using Grim Tales, you could get many world info for free on the
Hyborian Age website (a free adaptation of Conan to the d20 system).
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Fritz Leiber's Lankmar Series. I think that Grim Tales would be more appropriate for a Lankmar setting than typical D&D. For those who remember the AD&D 2e Lankmar setting, all magic had been much altered and weakened in order to better reflect Fritz Leiber's world. Yet, I think that AD&D was still inappropriate to it; but where D&D 3e would fail for this setting, Grim Tales would succeed fairly well.
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Tolkien's Lord of the Ring. It has been argued over and over on the Internet gaming community that Middle Earth was a low magic world. At least, despite Gandalf or Galadriel are the most powerful mages of their world, they don't fly, teleport, or cast fireballs, which is a staple of D&D. Then, such classes as druids, clerics, monks, or paladins, hardly fit that world. On the other hand, if you suppress all spellcasting classes, there is not much left to play in a LotR setting. As such, and if you agree to the idea that Middle Earth should be a low magic world where the PCs don't cast spells and own very few magic items, Grim Tales is probably the right solution.
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Call of Cthulhu. For those who would like to play a more powerful / heroic / pulp Call of Cthulhu d20, I think that Grim Tales is a good set of rules, especially if you wanted to play it in a fantasy or medieval era, or in the thirties. However, for a modern CoC d20, d20 modern would suffice. And of course, for a normal "scary and hopeless" traditional type of CoC, you should better use the proper game.
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Western & Gunslingers. I know there already is specific d20 games for this genre, but Grim Tales would certainly fit very well if you add an intent to try for that.
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Post-Apocalyptic Future. I am not used to that genre but
Mad Max for example, comes to mind. My own idea would be of using Grim Tales to recreate Stephen King's
The Dark Tower's peculiar world (a sort of old-west kind of dying world with elements of sorcery, mutants, and remnants of advanced technology, plus inter-dimensional gates).
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PS: Since it took me time to write this review, and nobody commissioned me, I would be glad to get your feedback about it (so I may know if I do other reviews in the future…). Thus, don't hesitate to tell me below, if this review was useful to you, plus of course any other comment you may add about the review, or more important, about the game reviewed.
Thanks!