Has anyone tried Grim-n-Gritty Hit Point and Combat Rules, Version 4.0

Fieari said:
There's an updated version?

Yep. Version 4.0. You can find it at RPGNow.

I've been playing GnGr (I don't know which version, but I think it's the most recent free one) for months now and my players love it. It's starting to get a little wonky at near-epic levels though... I think I may have to break down and buy this one.

If the version you've got uses a Health Bar, you're using the "Revised and Simplified" version. It does get wonky at higher levels. As I played with it, it started doing several things that I did not like. For instance, I had to create a bunch of special rules to deal with the situation of a guy getting hit with a sword and suffering no damage, even though he was unarmored. Very annoying!

In the end, I came back to HP. It seems the simplest, fastest way of dealing with damage in a simulation. Maybe it's just because I'm more familiar with HP from past experience.
 

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KenHood said:
Thanks.

I'm still piddling with the Imperium, though I haven't got a website anymore. I've a contract with a publisher for a POD version of the book--should I ever manage to finish it. Started having a bear of a time making d20 fit my ideas (again!), so I'm looking at using OGL content to make a setting specific collection of rules.
I'm really glad to hear this! I'm pleased with myself that I was able to save web-archives of some of your old D20 SI content, but not all of it so what I got just feels so terribly out of context not being able to reference the rest. :(

Fela'jha, suke'jha, Gohm'jha (Enunciator magic)... All that stuff was very flavorful.

Through a long twisting convoluted line, I got to reading some WH40K fiction and some of the concepts there got me remembering the SI.
 

Ken,
Since so many folks are a fan of the earlier editions, why not make them available as well separately or include them with the new version.

I bought the newer version and it did not look like something I would use all of the time. I had downloaded the version when the sleeping imperium site was up and remembered being really impressed and excited about using them but I seem to have misplaced that cd. I really would like to have access to them again and would not mind paying.
 

The wonkiest thing I found about the Revised and Simplified rules at higher levels is that if they come across a dragon, they can roll so far above the dragon's defense that even the really big dragons don't have enough soak to cover it... esspecially since they're critting, and basically confirming every crit in order to remove natural armor, which makes them helpless. Dragons just shouldn't be that weak.

I haven't gotten my credit card out for the new version yet, so I need to ask. How nasty are dragons in the new version? Please tell me that they're able to take much more of a beating?
 


Fieari said:
The wonkiest thing I found about the Revised and Simplified rules at higher levels is that if they come across a dragon, they can roll so far above the dragon's defense that even the really big dragons don't have enough soak to cover it... esspecially since they're critting, and basically confirming every crit in order to remove natural armor, which makes them helpless. Dragons just shouldn't be that weak.

You're right. They shouldn't be that weak.

The new version of the rules doesn't use critical hits. It does have called shots, but you cannot completely bypass a creature's armor with a called shot. You can only reduce it to half its value.

I haven't gotten my credit card out for the new version yet, so I need to ask. How nasty are dragons in the new version? Please tell me that they're able to take much more of a beating?

Since Version 4.0 is HP-based, and HP are affected by size.... Well, that alone is enough to make dragons take a lot of damage. They should be able to chew up a well-outfitted army.

The purpose of the "Revised and Simplified" rules was to create a super-simple way of implementing grim-n-gritty combat into a campaign. You don't have to do a lot of conversion. It tends to work well at lower levels, but has some huge flaws which become more apparent at higher levels.

The only thing that 4.0 borrows from "Revised and Simplified" is the Relative Degree mechanic. In my experience, that's been the best tool for representing the effects of skill on increasing the effectiveness of weapons. Critical hits are okay, but they're based more on the weapon, rather than the individual. Relative degree is tied solely to the comparative skill of characters...along with a little luck.
 




Well, I'm not buying it. The PDF and your line of logic. I too have studied martial arts and while the Twin Cities is at a lack of little old men who can throw you with their fingers, we do have some dedicated men who have been in real life fights of life and death. Im at work, more to follow later
 

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