Please sell me on Grim Tales

Turanil

First Post
I did read various short comments about Grim Tales on a few threads, and it much aroused my interest. However, I didn't find any review about it, and amazon.com has no customer comments on this product. So, it would be nice if you could tell me about this product and what it is about. For example, I heard it offers an "amazingly good spellcasting system for a dark, mysterious, and dangerous magic". Also, I think I did read somewhere that it offers many alternate d20 rules. As such, what's the difference with Unearthed Arcana (that I should get in a few days) for example. Well, I would like to learn more about all of this to know if I can order it, or if it's useless.

Thanks
 

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Turanil said:
I did read various short comments about Grim Tales on a few threads, and it much aroused my interest. However, I didn't find any review about it, and amazon.com has no customer comments on this product.

I'm eagerly awaiting a formal review myself, but for now I have to be content with the excellent word of mouth.

There are a few comments in this thread:
http://www.enworld.org/forums/showthread.php?t=88794

If other folks don't jump in to "sell you" on the book, I will be happy to check back in here and take care of it myself. For the meantime, I will let others comment-- of course I think it's great, I wrote it!


Wulf
 

LOVE the magic system. Expands a bit on the regular modern rules, and combines it with some of the better D&D rules, creating an RPG that really CAN seamlessly work in any setting. This was what D20 was meant to be.


BUY IT!
 
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Turanil said:
"amazingly good spellcasting system for a dark, mysterious, and dangerous magic".

That was me. Allow me to elaborate...

Anybody can potentially learn any spell...but it requires a fairly tough spellcraft check. Also, nobody gets spells automatically, so you (as the DM/GM) can choose exactly what (and when) they get to add to their spellbook, which helps add a certain level of control to the magic-level among PCs.

When you cast a spell, you have to make a caster-level check (d20 + caster level). The DC is 10 + spell level. Your caster level only goes up when you take specific talents, so most characters will have (roughly) a 50% chance of casting level 1 spells.

Whether you succeed or fail, you take damage from Spell Burn. The default damage is 1d6 con damage per spell level, unless it's one or more levels lower than the highest-level spells you can cast, and you have the Spellcasting Adept (or something like that) Talent, in which case it's strength damage. Also, with Spellcaster Adept, you get a DR vs. each Spell Burn die equal to your primary casting stat mod.

There's three 'traditions' of magic; Arcane (duh), Divine (duh), and Wild. Wild spellcasting can include both divine and arcane spells, and the spells come 'naturally', rather than learning from a book or church elder. All Wild spells count as a level higher.

***********************

So, those are the major points, in my mind. The players like the system, which is good as far as I'm concerned.
 

Well, I don't know if this magic system appeals to me finally, but after having read the thread suggested above, I think I could buy Grim Tales. Thanks for your answers all.
 

hmm, so basically people don't cast too many spells I'm taking it as otherwise they could easily kill themselves after two spells. Yeah, no, or am I just reading something wrong here?

I am intrigued about the ability to use it for multiple settings, especially since I enjoy modern's interpretation of classes more than dnd 3.5.

Tellerve
 

Tellerve said:
hmm, so basically people don't cast too many spells I'm taking it as otherwise they could easily kill themselves after two spells. Yeah, no, or am I just reading something wrong here?

Yes, absolutely. Using a spell in Grim Tales is a big deal. Think CoC magic and you have some of the basic ideas.
 

Turanil said:
I did read various short comments about Grim Tales on a few threads, and it much aroused my interest. However, I didn't find any review about it, and amazon.com has no customer comments on this product. So, it would be nice if you could tell me about this product and what it is about. For example, I heard it offers an "amazingly good spellcasting system for a dark, mysterious, and dangerous magic". Also, I think I did read somewhere that it offers many alternate d20 rules. As such, what's the difference with Unearthed Arcana (that I should get in a few days) for example. Well, I would like to learn more about all of this to know if I can order it, or if it's useless.

Thanks

Unlike UA, GT provides a coherent rules base which is based largely on d20 modern with elements of D&D. Some UA rules are included in GT, but the general combination of elements are based specifically on creating a set of rules for low-magic action. GT includes some things like horror rules that are similar to what you would find in UA, but it also includes a magic system that is different from the ones in UA, and a set of classes that are not oriented toward spellcasting, and which would need some major house rules to balance out the game. In addition, rules for building weapons and firearms, vehicle rules, cyberware. Unless you want to spend a lot of time completely rewriting rules with UA as a guideline, GT may actually save you a lot of time.
 

hmm, so basically people don't cast too many spells I'm taking it as otherwise they could easily kill themselves after two spells. Yeah, no, or am I just reading something wrong here?

In fact I have had this idea: All characters can cast spells in this way (spell check, temporary stat damage, etc.); but there is a prestige class of mage. (I was thinking something similar to the FX mage from d20 modern.) The fluff explanation is as follows: these mages have a way to pre-cast their spells in such a way as to not burn themseves, and since they are pre-cast, it's automatic success upon actual casting. Hence mages would prepare their spells and cast them as much as regular "fire-and-forget" wizards do. Then, they could still cast other spells in the usual GT fashion if they wish, since the prepare ability would only be a way to bypass spell check and temporary stat damage. However, I must first see this Grim Tales before implementing this idea. My main complaint in fact, is that I believed spells would have been rewritten to make spells more horrific, mysterious, ala d20 CoC, and with ritualistic castings, rather than the usual DnD combat spell cast in less than a round.
 

Turanil said:
In fact I have had this idea: All characters can cast spells in this way (spell check, temporary stat damage, etc.); but there is a prestige class of mage. (I was thinking something similar to the FX mage from d20 modern.) The fluff explanation is as follows: these mages have a way to pre-cast their spells in such a way as to not burn themseves, and since they are pre-cast, it's automatic success upon actual casting. Hence mages would prepare their spells and cast them as much as regular "fire-and-forget" wizards do. Then, they could still cast other spells in the usual GT fashion if they wish, since the prepare ability would only be a way to bypass spell check and temporary stat damage. However, I must first see this Grim Tales before implementing this idea. My main complaint in fact, is that I believed spells would have been rewritten to make spells more horrific, mysterious, ala d20 CoC, and with ritualistic castings, rather than the usual DnD combat spell cast in less than a round.

Just from this reply I can tell you are a tinkerer with a lot of cool ideas. And although I am close to this product in some ways - I think GT was made for folks like you.
 

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