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How to houserule/tweak Grim-n-Gritty Revised?
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<blockquote data-quote="JDowling" data-source="post: 1964342" data-attributes="member: 12596"><p>while I agree that changing # of Pips is not ideal I am left with the problem of how to modify the following Talent:</p><p></p><p></p><p></p><p>At this point I'm contemplating scrapping the ability and adding something else. Maybe a small amount of Fast Healing that can heal upwards of ((Tough Level)/2) Pips/day @ a rate of 1pip/round (or minute, hour, whatever makes sense). That again messes with the GnG idea that healing takes a while for everyone, but it doesn't screw with the "You could *DIE*!" aspect of combat is deadly, Fast Healing won't save you if you can get splatted in one hit.</p><p>---------------</p><p>OTOH: (and this is more theoritical because it's not related to the campaign I'll be running) people have often said that they think GnG would work well with d20 Modern / Future. However, in Future we have Mecha. A large size mecha, among other things, does the following:</p><p></p><p></p><p>You can add armor and shields and what not to mecha for more DEF and such.</p><p></p><p>So, how do you deal with those +100 HP? The Mecha is a shell around the player... so do you say the Mecha has 20 Pips and X Soak, Y Defense, once it's "dead" it's useless to the player? do you add "Mecha Pips" onto the character and once the "Mecha Pips" are gone the character is in trouble?</p><p></p><p>I'd lean towards the "Mecha Pips" option because needing to decimate the structure of the Mecha to get to the soft squishy interior (pilot) seems to make more sense than the mecha just adding Soak or Defense (and the pilot+mecha only having a total of 20 pips). Also weapons in these PLs are dealing upwards of 15d6 (personal or mecha weapons).</p><p></p><p>Basically a Mecha is putting a shell with Hardness and HP/Inch around the character (and mounted weapons). You could view this as an extreme case of the "+1 HP/Tough Hero level) Talent (the talent is adding more HP/Inch to the player's body).</p><p>---------------</p><p>another point to make:</p><p>the GnG rules leave Hardness and HP/Inch alone, which would support the idea of a Mecha adding Pips, et cetera.</p><p></p><p>and in closing: if all +HP modifications were to Defense and Soak, what about the +800 HP Colossal mecha? Wouldn't the amount of Soak/Defense necessary to accomodate how much of a change 800 HP is (even to a 20th level character) make the character neigh-invulnerable (even to the 15d6 PL8 Mecha weapons?).</p><p></p><p>most of this is just speculatory but how the extreme case should be handled might effect how I handle the not-extreme case. Of course I'll preface my players with "here's how the rules are, we'll play with em and if they seem out of balance we'll tweak em" so I won't be locked into anything at campaign start before testing the rules for my own.</p></blockquote><p></p>
[QUOTE="JDowling, post: 1964342, member: 12596"] while I agree that changing # of Pips is not ideal I am left with the problem of how to modify the following Talent: At this point I'm contemplating scrapping the ability and adding something else. Maybe a small amount of Fast Healing that can heal upwards of ((Tough Level)/2) Pips/day @ a rate of 1pip/round (or minute, hour, whatever makes sense). That again messes with the GnG idea that healing takes a while for everyone, but it doesn't screw with the "You could *DIE*!" aspect of combat is deadly, Fast Healing won't save you if you can get splatted in one hit. --------------- OTOH: (and this is more theoritical because it's not related to the campaign I'll be running) people have often said that they think GnG would work well with d20 Modern / Future. However, in Future we have Mecha. A large size mecha, among other things, does the following: You can add armor and shields and what not to mecha for more DEF and such. So, how do you deal with those +100 HP? The Mecha is a shell around the player... so do you say the Mecha has 20 Pips and X Soak, Y Defense, once it's "dead" it's useless to the player? do you add "Mecha Pips" onto the character and once the "Mecha Pips" are gone the character is in trouble? I'd lean towards the "Mecha Pips" option because needing to decimate the structure of the Mecha to get to the soft squishy interior (pilot) seems to make more sense than the mecha just adding Soak or Defense (and the pilot+mecha only having a total of 20 pips). Also weapons in these PLs are dealing upwards of 15d6 (personal or mecha weapons). Basically a Mecha is putting a shell with Hardness and HP/Inch around the character (and mounted weapons). You could view this as an extreme case of the "+1 HP/Tough Hero level) Talent (the talent is adding more HP/Inch to the player's body). --------------- another point to make: the GnG rules leave Hardness and HP/Inch alone, which would support the idea of a Mecha adding Pips, et cetera. and in closing: if all +HP modifications were to Defense and Soak, what about the +800 HP Colossal mecha? Wouldn't the amount of Soak/Defense necessary to accomodate how much of a change 800 HP is (even to a 20th level character) make the character neigh-invulnerable (even to the 15d6 PL8 Mecha weapons?). most of this is just speculatory but how the extreme case should be handled might effect how I handle the not-extreme case. Of course I'll preface my players with "here's how the rules are, we'll play with em and if they seem out of balance we'll tweak em" so I won't be locked into anything at campaign start before testing the rules for my own. [/QUOTE]
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