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Wulf Ratbane said:
A very exact method. Mind if I YOINK it? I'm working on lots of Grim Tales spreadsheets at the moment, I'm sure that has a place. (I think CRGreathouse or BryonD may have already served me up that gem, actually...)

Wulf

Yoink away!

Up till yesterday I thought the formula was

total xp = (CR^2)*300/n

Where n is the average level of the party. But the assumptions driving *that* formula is a 4 person party, all of level n. Thus, for that party, the xp/character level is obtained by dividing by 4n. Or

xp/character level = (CR^2)*300/4*(n^2)

And the denominator looks a lot like the sum of the squares of the CRs of the party. In other words, the denominator is Y. As formulas go, the Y formula has a nice symmetry, and fits the data well, but I would be surprised if it were the last word.

The Y formula. I like the sound of that. :)
 

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Another question: Compatibility with other d20 / D&D stuff

I read more than once that Grim Tales is compatible with other D&D products. Well, but I would like more precise info about that. For example: I also heard, and think agree, that d20 modern classes would appear weaker than D&D classes if one would use both in the same game. Since Grim Tales classes are extrapolated from d20 modern, are D&D classes more powerful than Grim Tales classes?

Of course, there is no point for me in allowing D&D (non-spellcasting) classes in a Grim Tales games. And I don't intend to. Nonetheless, I was trying to determine if I could use NPCs made with D&D rules. I feel that if they are more powerful at equivalent level, it is probably unfair (even if players never notice). So I would like to know if it would be unbalancing to allow Barbarian / Fighter / Rogue / and Ranger (same but no spells) along Grim Tales characters. Wouldn't it be strange to have characters who don't get Action Points and Defense while other get it?

Another thing: I am considering buying Serpent Kingdom, which fits pretty well with a portion of my Grim Tales homebrew setting. However, not only several NPCs vilains depicted do use D&D classes, but they also cast spells in the D&D way. I don't want to buy a book if it's to change everything, and I don't want to have monsters cast spells as in D&D while PCs do it Grim Tales. Even if in the end, one system would not prove better than the other, I do find it non coherent within the world.

So what are your opinion and suggestion about other classes, and monsters with spell-like abilities as well as class spellcasting, in a Grim Tales games? Any easy method of houseruling that? And what about any other thing worth mentioning that I didn't notice by the way.
 

Turanil said:
Wulf: I heard you mention this errata several times. Where can this document be downloaded? If it is available at all?

There's nothing in it yet that you haven't already heard here, I'd wager, and many of the entries are "internal"-- layout notes, typos, things like that. It's still a work in progress and a very small file.

I will post the PDF here, both internal and external notes-- because I'd certainly appreciate help finding the little niggling typos.

Wulf
 

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Wulf Ratbane said:
Grr... You really know how to dig a guy. Believe me, those chapter breaks bug the crap out of me too. Would have been so nice to start every chapter on the left side of the spread, but... eh. Had to conserve white space.

If you're one of the statistically-anal whiners who encouraged WOTC to change a perfectly good feat in the first place, I suppose you might want to upgrade. ;) Because of the lower MDT, you might quickly find all your players adopting 2H weapons and power attacking to bust the MDT all the time. If you're statistically minded, you might want to factor that into your analysis of the benefits of power attack in this system, and remember that what seems good for the players turns real bad in the hands of hordes of their enemies.

I've heard a couple of comments on shotguns so far, actually; you aren't alone. You are the first to mention criticals/action points, and I have to admit it takes some getting used to after years of free-wheelin' D&D criticals. Remember that MDT is lower; lots of changes were made to keep that from overpowering the game.

That IS great, thank YOU!

Let me know how that binding holds up on you. I have no problem howling away at the printer on your behalf, believe me!

Wulf

LOL, sorry man, just callin' it like I see it.

Err, I guess I'm not, lol. I really never had a problem with the two-weapon wielding power attackers. *shrugs* Just more or less seeing why you chose to have as is...and if statistical whiners is your choice then that's good enough of an explanation :) But seriously, I see what you mean about the MDT save.

Yeah, I guess the criticals got me seeing as Modern doesn't use the action point verify thing. Again, just something to get used to I presume.

Tellerve
 

Ok, Turanil-- lighten up. ;) It's just a game, and you're the GM, after all-- you can do whatever you want.

Here's a little secret: You don't have to be fair. Well, you do-- you need to be impartial, of course-- but it's OK if your monsters and villains can do things that your PCs can't.

The heroes' lot in life is to struggle against the odds.

This is a rewarding gaming experience.

Conan never cast a spell, and he ran up against countless supernatural foes. I never once heard him complain, "How come Thulsa Doom can do that and I can't?"

Turanil said:
I also heard, and think agree, that d20 modern classes would appear weaker than D&D classes if one would use both in the same game. Since Grim Tales classes are extrapolated from d20 modern, are D&D classes more powerful than Grim Tales classes?

I disagree. You've already mentioned action points and defense bonuses, which make a difference, but are not the main difference, in my opinion.

The main advantage of a Modern/GT style character is customization. When a GT character decides he wants to be good at something, he will be very, very good at it.

A talent within your specialty every 2nd level and a feat within your specialty every other level, plus all the feats that a D&D character normally gets? You can pick and choose and min/max a very effective character. (I'm talking primarily now about non-spellcasters-- spellcasting changes things quite a bit.)

For the most simple comparison, put a Fighter side by side with a Strong Hero.

Same BAB.
Same skill points.
Both get a Feat of their choosing every 3rd character level.

Fighter has slightly better HD (d10 vs d8).
Fighter has slightly better Saves.

Fighter gets a bonus feat every 2nd level.
Strong hero gets a bonus feat every 2nd level.

Here's where they diverge:

The Strong hero gets a Talent every odd level!

Being able to pick and choose the abilities you want to tweak out your character is very, very effective.

Actually, I think the rogue is the hardest non-spellcasting class to keep pace with. Rogues enjoy a lot of class abilities that scale very quickly and can outpace a GT character. Unless the GT "rogue" is willing to forgo some of his abilities to specialize, I think the rogue will be more broadly useful.

Of course, there is no point for me in allowing D&D (non-spellcasting) classes in a Grim Tales games.

But you could... You won't break anything. If you want to use a published adventure, say, that includes an 8th level barbarian-- why exactly couldn't you just do it? There's nothing magical about the fact that he's called a barbarian (and not, for example, a Strong/Tough/Fast hero); at the end of the day he boils down to a bunch of numbers and mechanics, and you'll find those numbers and mechanics compatible with everything your Grim Tales PCs can do.

Wouldn't it be strange to have characters who don't get Action Points and Defense while other get it?

No. Why? If action points were granted by a luckstone and defense was an unnamed bonus granted by an ioun stone, would that be strange?

Another thing: I am considering buying Serpent Kingdom, which fits pretty well with a portion of my Grim Tales homebrew setting. However, not only several NPCs vilains depicted do use D&D classes, but they also cast spells in the D&D way. I don't want to buy a book if it's to change everything, and I don't want to have monsters cast spells as in D&D while PCs do it Grim Tales. Even if in the end, one system would not prove better than the other, I do find it non coherent within the world.

First, let's separate spellcasting from spell-like abilities. There's no reason that creatures with spell-like abilities wouldn't carry on using them as they always have, side by side with characters who may or may not have spellcasting ability, be it D&D spellcasting or GT spellcasting. This disparity already exists even in standard D&D. Nobody ever asks why the efreeti can cast wall of fire at will, but the PCs have to cast wall of fire as a spell.

If you're playing D&D and none of your players chooses to play a spellcaster, does that suddenly mean that all of your monsters have to suddenly forget how to use their spell-like abilities and spells?

So if you can separate that in your mind, why can't you also allow spellcasting villains that can actually cast spells differently from your PCs? Why couldn't the villain be a sorcerer, or a wizard, learning and casting spells using knowledge that is unattainable by your PCs? (Think Thulsa Doom again, here...)

So what are your opinion and suggestion about other classes, and monsters with spell-like abilities as well as class spellcasting, in a Grim Tales games? Any easy method of houseruling that?

Very easy: Just allow it. Game on!
 

I just ordered Grim Tales and have decided to add more martial arts customization to the mix, using Blood and Fists I can see two different ways to handle it.

Have the advanced classes left as is. This is the easiest method on handling it. The rules would just be like it is in the book. For those that do not have it, The Classes are 10 levels each and you get mastery abilities and a selection of bonus feats (both corresponding to a particular martial arts style) spread out among the levels.

The other way to handle it is by making it into a talent tree. Something like

Martial Arts Style
Basics: You learn the basics of the style. This gives you some free class skills, maybe change the abilitiy mod for your style (some are modified by strength, dex, wis, etc...).

Style Bonus Feats: You can choose a bonus feat from this list in lieu of the ones you would get normally.

Mastery Ability 1: Gain any martial arts mastery ability of 1st level (corresponding to a particular style)
Prerequisite: Basics:

Mastery Ability 2: Gain any martial arts mastery ability of 2nd level (corresponding to a particular style)
Prerequsites: Basics, Mastery Ability 1 at a certain number of them.

Mastery Ability 3: Gain 3rd level mastery abilities (corresponding to a particular style)
Prerequistes: Basics, Number of Mastery 1 and 2 abilities

Signature Move: Learn one signature move corresponding to a style


Any advice on the subject would be greatly appreciated
 
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Okay: your comments + my laziness + desire to buy Serpent Kingdoms = I am sold on it all. I will just have to find a coherent fluff explanation when the need arises.

Nonetheless, I still have another question... sorry.

I plan to add a few prestige class mainly for flavoring the setting*. Now, I don't know how to proceed as related to skills: I understand that Grim Tales characters get a number of core skills at creation/1st level, which remain the same whenever they multiclass to another basic class. Now if I allow some advanced / prestige classes that have their own class-skills, what is your suggestion with regard to core skills of the Grim Tales PC? Obviously the class skills are available as such only when the PC takes a level in that class, but what do you suggest for core skills? Still available normally, or not available as core when they don't take a basic class?

(*: For example: I once wrote a Crying Freeman prestige class for d20 modern. I will turn it into a class of slave assassins that are obliged to kill for a certain sect of dark sorcerers -kind of Black Seers of Ymsha-. Some PCs who will eventually wander into their realms could well end up being conditioned into such slave assassins. Thereafter, any time they get a new level, they must succeed a Will save or be forced to take another level in that prestige class. Of course, they are frequently telepathically contacted by their sorcerers masters to perform some hideous assassinations against their will...)

Anyway, thanks for all your answers.
 

Sargon said:
I just ordered Grim Tales and have decided to add more martial arts customization to the mix, using Blood and Fists

<SNIP>

Any advice on the subject would be greatly appreciated

I'm only three sessions in, so consider that in my advice.

One of the characters is a martial artist using Blood and Fists.
For now I wanted to go with GT classes exclusively, for now at least. So I went with a talent tree approach like you suggested. Here is my version:

Characters must take the base Martial Arts Style feat as usual, includeing prereqs (or GT equivalents). Once they do so, the style is tied to the class associated with the same ability as the class attack modifer (usually strong, sometimes fast and occasionally dedicated). The martial arts style feats are then added to the bonus feat list for that class. Martial Arts Masteries become talents for that class with the following additional restrictions: Must be 5th level to take any mastery; Must take 2 L1 masteries before you take any L2 masteries; Must take four L1 and/or L2 materies before you take any L3 masteries; and may only take 5 total masteries. Of course you must take the masteries in sequence as well, just as in Blood and Fists.

So far it is working perfectly well. It pretty much just simulates the Martial Arts Master and Contemplative master classes. My only concern is that the restrictions on what the class bonus feats are seems to be a significant part of the GT system, and I am bending that. But it hasn't caused trouble yet, and as long as the game is fun, I'm staying with it.
 

Turanil said:
I plan to add a few prestige class mainly for flavoring the setting. Now, I don't know how to proceed as related to skills: Still available normally, or not available as core when they don't take a basic class?

Grim Tales, page 7.
 


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