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Okay, what is exactly *is* Grim Tales?
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 1952139" data-attributes="member: 12332"><p>Hrm. I've never really thought of them being that strongly tied to an ability "concept". There's no ability minimum requirements to take a class ... hell, I've given Fast levels to guys with 10 Dex before to get that +2 Def bonus because they're wiley fistfighters able to sidestep a blow from long practice.</p><p></p><p>I've always seen it as pre-balanced point buy, myself. The first time I saw the system I gave a little moue and thought: "Man. That's kinda dumb." But after about ten minutes of looking through it I jumped on it with both feet. </p><p></p><p>I've had games where four of five characters were the same "Class" with entirely different concepts, backgrounds, and resultant characters. </p><p></p><p>I had a game where three people came to the table with the same "concept" and entirely different classes used to build them. </p><p></p><p>Why does a "skilled swordsman" have to have the best BAB? What do you trade out for that when you're building the Swashbuckler Core Class? Defense? Skill points? What if somebody would rather have a bit lower BAB they compensate for with Dex and increased their Defense or class skills? Does every "Swashbuckler" get the "Witicisms" class ability? Does every Swashbuckler have good Ref and poor Will? Or do they get good everything? What if they're willing to trade some Will for Fort?</p><p></p><p>I dunno. I like D&D, play D&D. I like Mutants and Masterminds, play M&M. Personally I like the balance between the two sorts of systems that GT and Modern present. I've never found them restrictive, my players haven't either, but at the same time I don't accidentally bugger the game balance without thinking about it and I don't have to stand over my players as they build PCs thumping a club in one hand to deter them from taking everything overpowered.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 1952139, member: 12332"] Hrm. I've never really thought of them being that strongly tied to an ability "concept". There's no ability minimum requirements to take a class ... hell, I've given Fast levels to guys with 10 Dex before to get that +2 Def bonus because they're wiley fistfighters able to sidestep a blow from long practice. I've always seen it as pre-balanced point buy, myself. The first time I saw the system I gave a little moue and thought: "Man. That's kinda dumb." But after about ten minutes of looking through it I jumped on it with both feet. I've had games where four of five characters were the same "Class" with entirely different concepts, backgrounds, and resultant characters. I had a game where three people came to the table with the same "concept" and entirely different classes used to build them. Why does a "skilled swordsman" have to have the best BAB? What do you trade out for that when you're building the Swashbuckler Core Class? Defense? Skill points? What if somebody would rather have a bit lower BAB they compensate for with Dex and increased their Defense or class skills? Does every "Swashbuckler" get the "Witicisms" class ability? Does every Swashbuckler have good Ref and poor Will? Or do they get good everything? What if they're willing to trade some Will for Fort? I dunno. I like D&D, play D&D. I like Mutants and Masterminds, play M&M. Personally I like the balance between the two sorts of systems that GT and Modern present. I've never found them restrictive, my players haven't either, but at the same time I don't accidentally bugger the game balance without thinking about it and I don't have to stand over my players as they build PCs thumping a club in one hand to deter them from taking everything overpowered. --fje [/QUOTE]
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Okay, what is exactly *is* Grim Tales?
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