Albert_Fish
First Post
These rules borrow heavily from Ken Hood and his Grim-N-Gritty rules system. Whereever you are, thankyou.
If you are not familiar with the Grim-N-Gritty rules it goes a little like this.... in a Low magic world where realismis valued and the protagonists (heroes) are the "small fish" you need a system taht reflects the realities of life and the fact that survivinga fight is tough business. To this end Ken Hood developed a set of rules where Hitpoitns were derived from your Constitution score, armour acted asa for of Damage Reduction and your ability to not be hit was a Fuctionof your dexterity and martial skill.
Well for my own low magic campaign i have borrowed Mr. Hood's work but with the following differences
Playres have Vitality, basically normal hitpoints. This reflects the characters ability to turn a grievous wound into a bruise or sinple cut. Once Vitality is Expended you start eating into Hitpoints. Wounds taken to hitpoints are terrible gaping holes, crushed bones, torn ligaments and the like.
Rather than this just being a bonus to the players total pool of hitpoints/vitality my low magic hitpoints are the direct target of any criticals or sneak attacks. Thus you could have full vitality and still fall to one gruesome swing of an axe or a well placed blow from an assassin's dagger.
Hitpoints also carry with them penalties as you begin losing them, beginning at a -2 to all rolls at 3/4 HP to a -6 to all rolls at 1/4 HP.
At 0 (zero) HP a player suffers a permanent wound. A milky eye, a missing hand, a permanent limp, etc.
An average first level Fighter would have around 12 Hit points and 7 Vitality points. He would go down quick in a fight. To protect himself he has armour which soaks damage and fancy footwork to deflect blows.
i am still trying to figure out how to deal with Shields. in D&D they are too paltry. Aas anyone who has ever taken part in a mock combat your shield is the only thing between life and death at many points in combat.
Should i improve the AC Bonus given by shields as such: Bucker +1, Small shield +2, Medium Shield ( my own creation) +3 Large Shield +4?
Or is there a better way to approxiamate the true defensive qualities of a shield? Perhaps a feat progression chain?
Any ideas?
If you are not familiar with the Grim-N-Gritty rules it goes a little like this.... in a Low magic world where realismis valued and the protagonists (heroes) are the "small fish" you need a system taht reflects the realities of life and the fact that survivinga fight is tough business. To this end Ken Hood developed a set of rules where Hitpoitns were derived from your Constitution score, armour acted asa for of Damage Reduction and your ability to not be hit was a Fuctionof your dexterity and martial skill.
Well for my own low magic campaign i have borrowed Mr. Hood's work but with the following differences
Playres have Vitality, basically normal hitpoints. This reflects the characters ability to turn a grievous wound into a bruise or sinple cut. Once Vitality is Expended you start eating into Hitpoints. Wounds taken to hitpoints are terrible gaping holes, crushed bones, torn ligaments and the like.
Rather than this just being a bonus to the players total pool of hitpoints/vitality my low magic hitpoints are the direct target of any criticals or sneak attacks. Thus you could have full vitality and still fall to one gruesome swing of an axe or a well placed blow from an assassin's dagger.
Hitpoints also carry with them penalties as you begin losing them, beginning at a -2 to all rolls at 3/4 HP to a -6 to all rolls at 1/4 HP.
At 0 (zero) HP a player suffers a permanent wound. A milky eye, a missing hand, a permanent limp, etc.
An average first level Fighter would have around 12 Hit points and 7 Vitality points. He would go down quick in a fight. To protect himself he has armour which soaks damage and fancy footwork to deflect blows.
i am still trying to figure out how to deal with Shields. in D&D they are too paltry. Aas anyone who has ever taken part in a mock combat your shield is the only thing between life and death at many points in combat.
Should i improve the AC Bonus given by shields as such: Bucker +1, Small shield +2, Medium Shield ( my own creation) +3 Large Shield +4?
Or is there a better way to approxiamate the true defensive qualities of a shield? Perhaps a feat progression chain?
Any ideas?