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Grittier 4th Edition: Pointers
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<blockquote data-quote="Lackhand" data-source="post: 3977500" data-attributes="member: 36160"><p>I was going to threadjack someone else with a thought that I had, but then realized that, even as rare an event as 'having a thought' is, I should be polite <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><p></p><p>How to make D&D 4th Edition a Grittier Game:</p><p>What is grit? I think it's a game where lives are cheap, combat brutal, and death common. I'd assume you'd want one player dead (<em>edit: or, you know, PC. Sorry, Mr. Kulp!</em>) per two or three combats. This should do it.</p><p></p><p>First: Whatever hero point rules there are, make spending them to cheat death unadvisable. Best guess: When you spend a hero point to dodge what would otherwise have killed you, take [a flaw]. That flaw could be a crippled limb, an insanity, clinging to life only via an unholy will and burning with the hatred of the damned, or similar. The player will probably want to retire the character anyway, which is *like* death, but with more (ahem) character-building potential.</p><p></p><p>Second: Starting PC hit-point buffer? I'd keep it. See Below.</p><p></p><p>Third: Increase the dice of every weapon by one die. Short swords do 2d6, longswords do 2d8, greatswords do 3d6. Sure, under the new rules, crits are always max damage, but here's a hint: with this rule, *every* blow is a crit.</p><p></p><p>Sure, the PCs mow down row after row of mook. Sure, spells are less effective than steel. But so what? The baddies doubled their damage on average, which means that characters have (ignoring the initial hit-point-boost) *halved* their hit points, effectively.</p><p></p><p>I wouldn't use these myself, since I like avoiding character churn or revolving-door-afterlives, but hey. Leave thoughts and jeers <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>PS: Obviously, this is all conjecture. Call me on assumptions I don't realize I'm making -- HP buffer is from saga, and I'm guessing it's thrice-starting-hit-dice. Action points are spoken of in R&C (I think?) but confirmed elsewhere (I also think?) and their mechanics plumbed from Saga. Weapon damages cribbed from 3.x, but the principle scales -- add extra dice to the bad guys' attacks. RBDMs will apply this rule asymmetrically to baddies only, and leave the players to stew as they normally do. Not intended for internal use; contact your physician if redness or swelling occurs.</p></blockquote><p></p>
[QUOTE="Lackhand, post: 3977500, member: 36160"] I was going to threadjack someone else with a thought that I had, but then realized that, even as rare an event as 'having a thought' is, I should be polite ;) How to make D&D 4th Edition a Grittier Game: What is grit? I think it's a game where lives are cheap, combat brutal, and death common. I'd assume you'd want one player dead ([i]edit: or, you know, PC. Sorry, Mr. Kulp![/i]) per two or three combats. This should do it. First: Whatever hero point rules there are, make spending them to cheat death unadvisable. Best guess: When you spend a hero point to dodge what would otherwise have killed you, take [a flaw]. That flaw could be a crippled limb, an insanity, clinging to life only via an unholy will and burning with the hatred of the damned, or similar. The player will probably want to retire the character anyway, which is *like* death, but with more (ahem) character-building potential. Second: Starting PC hit-point buffer? I'd keep it. See Below. Third: Increase the dice of every weapon by one die. Short swords do 2d6, longswords do 2d8, greatswords do 3d6. Sure, under the new rules, crits are always max damage, but here's a hint: with this rule, *every* blow is a crit. Sure, the PCs mow down row after row of mook. Sure, spells are less effective than steel. But so what? The baddies doubled their damage on average, which means that characters have (ignoring the initial hit-point-boost) *halved* their hit points, effectively. I wouldn't use these myself, since I like avoiding character churn or revolving-door-afterlives, but hey. Leave thoughts and jeers :) PS: Obviously, this is all conjecture. Call me on assumptions I don't realize I'm making -- HP buffer is from saga, and I'm guessing it's thrice-starting-hit-dice. Action points are spoken of in R&C (I think?) but confirmed elsewhere (I also think?) and their mechanics plumbed from Saga. Weapon damages cribbed from 3.x, but the principle scales -- add extra dice to the bad guys' attacks. RBDMs will apply this rule asymmetrically to baddies only, and leave the players to stew as they normally do. Not intended for internal use; contact your physician if redness or swelling occurs. [/QUOTE]
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