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Okay, what is exactly *is* Grim Tales?
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<blockquote data-quote="Old One" data-source="post: 1951161" data-attributes="member: 83"><p>Hah! </p><p></p><p></p><p></p><p>Agreed. This is one of the true beauties of GT. I ran a demo of GT at a Game Day a couple of months ago and had a great time building the Pre-Gen PCs for the scenario. With the combination of customized skill lists, non-class specific feats and class-specific talent trees, there is incredible flexibility in creating and developing characters. Wulf also removed much of the twinking that can occur in 3.x (such as multi-classing to another class for 1 level to pick up a bunch of free feats and/or abilities). The toolkit also allows you to build believable PCs for almost any genre/era - from fantasy to pulp to cyberpunk.</p><p></p><p>On the GM's side of the screen - it deconstructs things like the indecipherable (to me, anyway) CR/EL system and rebuilds it in an understandble and logical way. It also introduces a new spell casting system where magic isn't automatic, it is dangerous (even deadly) to untrained practitioners and where casters have to "work" to get their spells. The GM has complete control over the pace and level of magic introduced into the game.</p><p></p><p>It is not designed, IMO, to be used in a "standard" D&D Campaign (although it could be used to build a good, non-spell casting PC. Instead, it is imminently useful in campaigns where magic is rare, mysterious and dangerous and where PCs are defined by their skills, talents and character development choices - not their list of magical widgets.</p><p></p><p>Easily my best gaming purchase in the last 5 years.</p><p></p><p>~ Old One</p></blockquote><p></p>
[QUOTE="Old One, post: 1951161, member: 83"] Hah! Agreed. This is one of the true beauties of GT. I ran a demo of GT at a Game Day a couple of months ago and had a great time building the Pre-Gen PCs for the scenario. With the combination of customized skill lists, non-class specific feats and class-specific talent trees, there is incredible flexibility in creating and developing characters. Wulf also removed much of the twinking that can occur in 3.x (such as multi-classing to another class for 1 level to pick up a bunch of free feats and/or abilities). The toolkit also allows you to build believable PCs for almost any genre/era - from fantasy to pulp to cyberpunk. On the GM's side of the screen - it deconstructs things like the indecipherable (to me, anyway) CR/EL system and rebuilds it in an understandble and logical way. It also introduces a new spell casting system where magic isn't automatic, it is dangerous (even deadly) to untrained practitioners and where casters have to "work" to get their spells. The GM has complete control over the pace and level of magic introduced into the game. It is not designed, IMO, to be used in a "standard" D&D Campaign (although it could be used to build a good, non-spell casting PC. Instead, it is imminently useful in campaigns where magic is rare, mysterious and dangerous and where PCs are defined by their skills, talents and character development choices - not their list of magical widgets. Easily my best gaming purchase in the last 5 years. ~ Old One [/QUOTE]
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Okay, what is exactly *is* Grim Tales?
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