JoeGKushner
Adventurer
Grimm is the second book in Fantasy Flight Games Horizon setting. These books are mini-systems that can be used to create new types of games. The first book, Redline, covered Mad Max style action. Grimm goes in the completely opposite direction and allows characters to take the role of Children as they move through the Grimm Lands, a land based off of the tales from the Brothers Grimm.
The book is broken up into four chapters. The first, Character Archetypes, shows what type of characters you can create. Unlike elf wizards and human fighters, your archetype is your race and class. Since your playing a human child, all races are human, but your archetype will modify your statistics based on your choice. These choices include the following; bully, dreamer, jock, nerd, normal kid, outcast, popular kid.
Unlike standard d20 games, each one of these character types is only six levels. The game is meant to be fast and the point of the game, often, is to escape. Other things round out the characters. For example, characters may not multiclass. Players get a creation feat when first created. They get starting belongings. Most likely the thing others will enjoy is that Grimm drops the alignment system and the weapon proficiency system. Kids don't have that 'deeper understanding' or right or wrong and can use any weapon or armor.
Now how do children survive in the world of ogres and witches? Well, to start off with, they're size small. This gives them a bonus to armor class and attack rolls but doesn't effect their carrying capacities. In addition, children get feats quickly, one every two levels. Another point in their favor is the armor class bonuses. Another survival trait is imagination points. The last strength that the children have is that in this system, they gain a level after every adventure. Of course not everything is coming up roses as each archetype has a flaw or weakness.
The skill list here has been reduced to twenty five. Several standard skills have been combined like Boy Scout Stuff. This skill allows you to “find your way out of the haunted forest, forage for food... bandage a wound.” Instead of Listen, Search or Spot, you've got Notice. By making these skills smaller in number and combined in nature for many of them, they've made characters more versatile. Some are still pretty old fashioned though. Take Booby Trap. This is basically Craft Traps with modifications for the Grimm setting.
Feats are broken into origin feats; city kid, exchange student, home schooled, orphan, rich kid, farm kid, and new feats. The origin feats grant a +2 bonus and another benefit with some minor modifications. The exchange student is a bit different as they only get a +4 competence bonus to resist temptation, otherwise it's something like a +2 bonus to Sneak or a +2 bonus to initiative.
The new feats range from the old standard of +2 to two skills in the form of Gifted, a template feat, to combat based feats like Combatant, giving you a bonus to damage rolls and Float Like A Butterfly, where you don't suffer attacks of opportunity for moving through threatened squares. The feats are tied into the PC's origins, as well as the setting. While some like Cut It Open, that allow you to cut open a monster's belly to free your friends might be useful for standard d20 games, it's roots like in the old fairy tales.
When characters are first created, after they select their basic archetype, skills and feats, they still have to outfit themselves. The starting equipment is similar to some of the outfits in standard Dungeons and Dragons. Children can have the devious set, including backpack, lunch, 1d3 small stolen items, pocket knife or brass knuckles. Each character also gets a focus, a special item of worth to the child. Of course everyone is going to want the baseball bat, a weapon that ignores damage reduction, although some might want the cigarette lighter as it doubles as a everburning torch in this setting.
Because children get their own armor class bonuses, one might think that mundane armor wouldn't be needed but you know what? A wooden barrel is a pretty sweet deal at an AC bonus of +6. armor is broken into three types, body, shield, and helmet. The bad thing is that you lose your innate armor class bonus when you wear any type of armor.
Other rules are important to note like the role of imagination. Children gain imagination points originally based on their archetype plus their Wisdom modifier and gain more every level. The imagination points are almost like fate or action points at lower spending levels, one or two point imaginations, in that they act as subtle ways to save the characters. At higher points, they take on obvious power by either creating armor or weapons, or healing yourself. This would work good as a quick way to get say, a second wind when combat is going against you.
Those looking to use firepower in the form of spells will be disappointed. While there is a magic system here, it excludes evocation and necromancy magic, and certain other magic schools are harder to cast. The non-firepower type spells are often the most easy to cast through incantations. Character learn these through books or mentors, making a Magic Intuition check against a set DC to see if they learn the spell. The DC has variables based on school and level. The bad thing about learning spells is that they cost imagination points equal to the number of days required to learn the spell. A quick and effective way to limit the total number of spells the party will have in their possession at any time.
About the only part lacking in the Grimm Lands is the setting itself. It's a small setting that will entertain the Game Master as he reads about some of his old childhood friends and sees how they've been twisted by these lands. They'll learn how the land itself is in essence alive and strives against the characters. How the players are basically the only sane ones in the setting. How certain favorites, like Rapunzel and Sleeping Beauty have become mere traps for those foolish enough to seek them out.
The characters and ideas are rich with ideas but limited in their utility based on the space provided. The maps for example, due to the nature of the setting, can act as no more than a quick guide as the landscape changes. I'm sure that many readers will want to know what happened to X or Y. Still, with such entertaining characters as Humpty Dumpty, the Rotten King to antagonize the players with, things certainly won't be boring in the Grimm Lands.
Is the book perfect? Well, no. One feat, Street Fighter, a preerequisite for other feats, isn't listed. It's already on the website. Others have already pointed out the the declaration of the OGL portions of the book is missing. A few things could've been clearer as well.
Some won't like the limited level advancement or the whole idea of children not using modern day weapons to take out their fears as they do in the real world. That's not Grimm's set up so I can't fault the game for not going that route. Grimm also has competition from Dungeon magazine for price, but lately, Dungeon hasn't gone the detailed route that Horizon does.
Grimm uses the standard layout and art that Fantasy Flight is known for. Artists include Jim Brady, Larry Mac Dougall, James Ryman and Scott Schomburg. They manage to capture many of the elements of the setting easily enough to convey the feel to the reader. Those who love the cover for instance, will be pleased to know that the artist also does some of the interior work.
For those who want something different out of their d20 games, Grimm is the perfect solution.
The book is broken up into four chapters. The first, Character Archetypes, shows what type of characters you can create. Unlike elf wizards and human fighters, your archetype is your race and class. Since your playing a human child, all races are human, but your archetype will modify your statistics based on your choice. These choices include the following; bully, dreamer, jock, nerd, normal kid, outcast, popular kid.
Unlike standard d20 games, each one of these character types is only six levels. The game is meant to be fast and the point of the game, often, is to escape. Other things round out the characters. For example, characters may not multiclass. Players get a creation feat when first created. They get starting belongings. Most likely the thing others will enjoy is that Grimm drops the alignment system and the weapon proficiency system. Kids don't have that 'deeper understanding' or right or wrong and can use any weapon or armor.
Now how do children survive in the world of ogres and witches? Well, to start off with, they're size small. This gives them a bonus to armor class and attack rolls but doesn't effect their carrying capacities. In addition, children get feats quickly, one every two levels. Another point in their favor is the armor class bonuses. Another survival trait is imagination points. The last strength that the children have is that in this system, they gain a level after every adventure. Of course not everything is coming up roses as each archetype has a flaw or weakness.
The skill list here has been reduced to twenty five. Several standard skills have been combined like Boy Scout Stuff. This skill allows you to “find your way out of the haunted forest, forage for food... bandage a wound.” Instead of Listen, Search or Spot, you've got Notice. By making these skills smaller in number and combined in nature for many of them, they've made characters more versatile. Some are still pretty old fashioned though. Take Booby Trap. This is basically Craft Traps with modifications for the Grimm setting.
Feats are broken into origin feats; city kid, exchange student, home schooled, orphan, rich kid, farm kid, and new feats. The origin feats grant a +2 bonus and another benefit with some minor modifications. The exchange student is a bit different as they only get a +4 competence bonus to resist temptation, otherwise it's something like a +2 bonus to Sneak or a +2 bonus to initiative.
The new feats range from the old standard of +2 to two skills in the form of Gifted, a template feat, to combat based feats like Combatant, giving you a bonus to damage rolls and Float Like A Butterfly, where you don't suffer attacks of opportunity for moving through threatened squares. The feats are tied into the PC's origins, as well as the setting. While some like Cut It Open, that allow you to cut open a monster's belly to free your friends might be useful for standard d20 games, it's roots like in the old fairy tales.
When characters are first created, after they select their basic archetype, skills and feats, they still have to outfit themselves. The starting equipment is similar to some of the outfits in standard Dungeons and Dragons. Children can have the devious set, including backpack, lunch, 1d3 small stolen items, pocket knife or brass knuckles. Each character also gets a focus, a special item of worth to the child. Of course everyone is going to want the baseball bat, a weapon that ignores damage reduction, although some might want the cigarette lighter as it doubles as a everburning torch in this setting.
Because children get their own armor class bonuses, one might think that mundane armor wouldn't be needed but you know what? A wooden barrel is a pretty sweet deal at an AC bonus of +6. armor is broken into three types, body, shield, and helmet. The bad thing is that you lose your innate armor class bonus when you wear any type of armor.
Other rules are important to note like the role of imagination. Children gain imagination points originally based on their archetype plus their Wisdom modifier and gain more every level. The imagination points are almost like fate or action points at lower spending levels, one or two point imaginations, in that they act as subtle ways to save the characters. At higher points, they take on obvious power by either creating armor or weapons, or healing yourself. This would work good as a quick way to get say, a second wind when combat is going against you.
Those looking to use firepower in the form of spells will be disappointed. While there is a magic system here, it excludes evocation and necromancy magic, and certain other magic schools are harder to cast. The non-firepower type spells are often the most easy to cast through incantations. Character learn these through books or mentors, making a Magic Intuition check against a set DC to see if they learn the spell. The DC has variables based on school and level. The bad thing about learning spells is that they cost imagination points equal to the number of days required to learn the spell. A quick and effective way to limit the total number of spells the party will have in their possession at any time.
About the only part lacking in the Grimm Lands is the setting itself. It's a small setting that will entertain the Game Master as he reads about some of his old childhood friends and sees how they've been twisted by these lands. They'll learn how the land itself is in essence alive and strives against the characters. How the players are basically the only sane ones in the setting. How certain favorites, like Rapunzel and Sleeping Beauty have become mere traps for those foolish enough to seek them out.
The characters and ideas are rich with ideas but limited in their utility based on the space provided. The maps for example, due to the nature of the setting, can act as no more than a quick guide as the landscape changes. I'm sure that many readers will want to know what happened to X or Y. Still, with such entertaining characters as Humpty Dumpty, the Rotten King to antagonize the players with, things certainly won't be boring in the Grimm Lands.
Is the book perfect? Well, no. One feat, Street Fighter, a preerequisite for other feats, isn't listed. It's already on the website. Others have already pointed out the the declaration of the OGL portions of the book is missing. A few things could've been clearer as well.
Some won't like the limited level advancement or the whole idea of children not using modern day weapons to take out their fears as they do in the real world. That's not Grimm's set up so I can't fault the game for not going that route. Grimm also has competition from Dungeon magazine for price, but lately, Dungeon hasn't gone the detailed route that Horizon does.
Grimm uses the standard layout and art that Fantasy Flight is known for. Artists include Jim Brady, Larry Mac Dougall, James Ryman and Scott Schomburg. They manage to capture many of the elements of the setting easily enough to convey the feel to the reader. Those who love the cover for instance, will be pleased to know that the artist also does some of the interior work.
For those who want something different out of their d20 games, Grimm is the perfect solution.