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Sort of Grim and Gritty DnD, help?
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<blockquote data-quote="Griffith Dragonlake" data-source="post: 2974162" data-attributes="member: 40379"><p>Well, my experience in the SCA taught me (painfully) that unless the lower level combatant gets in a lucky crititcal hit, he's toast. I have always allowed open-ended critical hits but realistically that doesn't happen very often. Lower level opponents are a real threat when they outnumber the high level hero. Within the existing system, you have aid another, flanking, and reach weapons. Not to mention trip, disarm, sunder, grapple, etc. Put 2 or 3 low level guys with tower shields fighting defensively and guy in back with a polearm and improved trip, disarm or sunder. Alternately surround the 10th level hero with a bunch of 5th level rogues. Going to get some sneak attacks in for sure. Personally, I like the trip, disarm, sunder, etc. tactics.</p><p></p><p>Just remember that a wolf-pack can take down the mightiest bear.</p><p></p><p>Also consider the facing rules in Unearthed Arcana. <a href="http://www.d20srd.org/srd/variant/adventuring/combatFacing.htm" target="_blank">http://www.d20srd.org/srd/variant/adventuring/combatFacing.htm</a></p><p>It does add some complexity but makes things more grym, er ah grim.</p><p></p><p>Critical hits to specific locations is always fun.</p><p></p><p></p><p></p><p>Take a look at Iron Heroes and CONAN. Personally I like the CONAN RPG rules better.</p><p></p><p>Hope this helps.</p></blockquote><p></p>
[QUOTE="Griffith Dragonlake, post: 2974162, member: 40379"] Well, my experience in the SCA taught me (painfully) that unless the lower level combatant gets in a lucky crititcal hit, he's toast. I have always allowed open-ended critical hits but realistically that doesn't happen very often. Lower level opponents are a real threat when they outnumber the high level hero. Within the existing system, you have aid another, flanking, and reach weapons. Not to mention trip, disarm, sunder, grapple, etc. Put 2 or 3 low level guys with tower shields fighting defensively and guy in back with a polearm and improved trip, disarm or sunder. Alternately surround the 10th level hero with a bunch of 5th level rogues. Going to get some sneak attacks in for sure. Personally, I like the trip, disarm, sunder, etc. tactics. Just remember that a wolf-pack can take down the mightiest bear. Also consider the facing rules in Unearthed Arcana. [url]http://www.d20srd.org/srd/variant/adventuring/combatFacing.htm[/url] It does add some complexity but makes things more grym, er ah grim. Critical hits to specific locations is always fun. Take a look at Iron Heroes and CONAN. Personally I like the CONAN RPG rules better. Hope this helps. [/QUOTE]
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