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[ooc] dnd - the nameless [thread closed]
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<blockquote data-quote="doghead" data-source="post: 1360009" data-attributes="member: 8243"><p><strong>An Option</strong></p><p></p><p>I'm going to be away from tomorrow til saturday. Might get one more post in before I go, but not sure. Here's something to think about while I'm away.</p><p></p><p style="text-align: center">::::::::::::::::::::::::</p><p></p><p>When I strated this game, the intention was to create the feel by having the characters start a little lower (using NPC classes), and and making it harder to reach the higher levels, but without significantly changing rules. But at the suggestion of a couple of people I laid my hands on a rules variant called <a href="http://qtgg.icehex.net/SleepingImperiumFiles/d20_SleepingImperium_Grim-n-Gritty_(3p3).pdf" target="_blank"><em>Grim and Gritty</em></a> just to have look. It took about 30 minutes to read.</p><p></p><p>I quite like it. It has a number of advantages, but also some disadvantages. Please give it a read and let me know what you think about adopting it. Below is a quick summary of the basics.</p><p></p><p>1 :: Your base hit points is your Con score. There is a small increase as you increase in level. Size is a significant modifier - small creature modify the Base + Level bonus by half, Large creatures by 2, Huge creatures by 4!</p><p>2 :: Defence is used to avoid attacks. Armour provides Protection, reducing the damage done from attacks that you don't defend. Defense based on things like your Class&Level, Dex and Size.</p><p>3 :: Damage has effects beyond the loss of hit points.</p><p>4 :: Specific locations can be targeted to disable the opponent.</p><p>5 :: Battle Magic is quite a fearsome thing according to the authour Please read Appendix 2 and let me know which option you would opt for if we go this way.</p><p></p><p>If we do adopt it, you would all be able to modify your characters to take into account the rules changes - swap around stats or modify them keeping the point total the same, change feats, skills, etc.</p><p></p><p>Some thoughts on adopting it from this end.</p><p>1 :: Use the HP, Defense, Protection, Effects of Damage and Called Shot rules as is.</p><p>2 :: Don't use Penetration.</p><p>3 :: Don't use Advanced Bleeding or Advanced Wound Trauma.</p><p>4 :: Use the "Odds=1" magic adjustment. Possibly the "Reduce Damage Dice" (3d8->3d6) also. You are more likely to run into fireball throwing spellcasters than become one.</p><p></p><p>A sample character comparison</p><p></p><p>Lisa Expert 1 (std d20)</p><p>HP 9 (5 +3 con)</p><p>AC 13 ( +3 dex)</p><p>BAB/Grapple +0/+3</p><p>Attack melee stoutstick (club) +3 (1d6+3, x2)</p><p></p><p>Lisa Expert 1 (gng d20)</p><p>HP 16 (16 Con, +0 class)</p><p>BAB/Grapple +0/+3</p><p>Defense +3 (+3 dex, +0 class)</p><p>Protection 0 (no armour)</p><p>Attack melee stoutstick (club) +3 (1d6+3, x2)</p><p></p><p>Fighter 5</p><p>HP 21 (16 Con, +5 class)</p><p>Defense +2 (+4 class, +2 lrg steel shield, -4 Hvy Armour)</p><p>Protection 8 (+8 full plate armour)</p><p>Attack melee Bastard Sword +9 (1d10+4)</p><p></p><p>One down side is that there is a little more dice rolling, though thats mainly my problem. An up side is that higher level characters are not the "uberhumans" that they once were (see fighter 5), so I would be inclined to let your characters level at the normal rate. </p><p></p><p>Let me know what you think.</p></blockquote><p></p>
[QUOTE="doghead, post: 1360009, member: 8243"] [b]An Option[/b] I'm going to be away from tomorrow til saturday. Might get one more post in before I go, but not sure. Here's something to think about while I'm away. [CENTER]::::::::::::::::::::::::[/CENTER] When I strated this game, the intention was to create the feel by having the characters start a little lower (using NPC classes), and and making it harder to reach the higher levels, but without significantly changing rules. But at the suggestion of a couple of people I laid my hands on a rules variant called [url=http://qtgg.icehex.net/SleepingImperiumFiles/d20_SleepingImperium_Grim-n-Gritty_(3p3).pdf][i]Grim and Gritty[/i][/url] just to have look. It took about 30 minutes to read. I quite like it. It has a number of advantages, but also some disadvantages. Please give it a read and let me know what you think about adopting it. Below is a quick summary of the basics. 1 :: Your base hit points is your Con score. There is a small increase as you increase in level. Size is a significant modifier - small creature modify the Base + Level bonus by half, Large creatures by 2, Huge creatures by 4! 2 :: Defence is used to avoid attacks. Armour provides Protection, reducing the damage done from attacks that you don't defend. Defense based on things like your Class&Level, Dex and Size. 3 :: Damage has effects beyond the loss of hit points. 4 :: Specific locations can be targeted to disable the opponent. 5 :: Battle Magic is quite a fearsome thing according to the authour Please read Appendix 2 and let me know which option you would opt for if we go this way. If we do adopt it, you would all be able to modify your characters to take into account the rules changes - swap around stats or modify them keeping the point total the same, change feats, skills, etc. Some thoughts on adopting it from this end. 1 :: Use the HP, Defense, Protection, Effects of Damage and Called Shot rules as is. 2 :: Don't use Penetration. 3 :: Don't use Advanced Bleeding or Advanced Wound Trauma. 4 :: Use the "Odds=1" magic adjustment. Possibly the "Reduce Damage Dice" (3d8->3d6) also. You are more likely to run into fireball throwing spellcasters than become one. A sample character comparison Lisa Expert 1 (std d20) HP 9 (5 +3 con) AC 13 ( +3 dex) BAB/Grapple +0/+3 Attack melee stoutstick (club) +3 (1d6+3, x2) Lisa Expert 1 (gng d20) HP 16 (16 Con, +0 class) BAB/Grapple +0/+3 Defense +3 (+3 dex, +0 class) Protection 0 (no armour) Attack melee stoutstick (club) +3 (1d6+3, x2) Fighter 5 HP 21 (16 Con, +5 class) Defense +2 (+4 class, +2 lrg steel shield, -4 Hvy Armour) Protection 8 (+8 full plate armour) Attack melee Bastard Sword +9 (1d10+4) One down side is that there is a little more dice rolling, though thats mainly my problem. An up side is that higher level characters are not the "uberhumans" that they once were (see fighter 5), so I would be inclined to let your characters level at the normal rate. Let me know what you think. [/QUOTE]
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