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Tweaking Grim & Gritty
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<blockquote data-quote="ViciousPenguin" data-source="post: 2016639" data-attributes="member: 25212"><p>I and a friend of mine, whom we shall call D, have been play testing the Grim & Gritty system and have found a couple of issues with it that we need ironed out. We have some thoughts of our own regarding them, but I suspect that some of you have seen these issues as well and have found other, reasonable solutions for them. So please, share with us your wisdom.</p><p></p><p>Issue 1: Continuous Damage</p><p></p><p>It seems that some jamoke wearing full plate (Soak +8) could stand shoulder to shoulder to a magmin all day without having to worry about the monsters Fiery Aura (D6 heat damage per round). Likewise, if a 9th level wizard bad guy fired a Melf's Acid Arrow at this jamoke, he'd never feel a thing despite the acid burning and dripping its way into his armor for 4 rounds. Should this guy be immune to continuous damage from these energy sources? I don't think so.</p><p></p><p>One possible solution I've considered is subtracting armor and natural armor bonuses from Soak for all continuous damage after the first round. D doesn't see eye to eye with me, though. He brings up the example of an earth elemental taking damage from a relatively small fire starting the 2nd round, which seems rather absurd to him. He thinks that natural armor (but, perhaps not 'normal' armor) should resist energy damage for several rounds; perhaps 1 round per 4 or 5 points of natural armor.</p><p></p><p>Your thoughts?</p><p></p><p></p><p>Issue 2: Undead & Construct Soak</p><p></p><p>Skeletons, zombies and other undead, having no constitution score, have a relatively crappy Soak. It seems to me that the undead should be a little bit tougher than that. (The standard game gives them D12 HD for a reason.) What can / should be done to toughen them up?</p><p></p><p>My thought was to give all undead a +5 'racial' bonus to soak.</p><p></p><p>Constructs run into the same problem. Maybe they should be given extra soak based on their size. How about +1 bonus soak per 5 bonus hit points they would have received in the old system. Thus: small +2, medium +4, large +6, huge +8, gargantuan +12, colossal +16</p><p></p><p>Maybe you have some better ideas.</p><p></p><p></p><p>Issue 3: Temporary Hit Points</p><p></p><p>Another friend of mine brought up the point of temporary hit points as a potential system breaker. I saw no problem with it - just treat them as temporary 'pips' and carry on - until he pointed out vampiric touch. 10D6 extra pips?!? That is a system breaker! D suggested to me that temporary hit points should be turned into temporary soak, to be applied before other kinds of soak. Every time you are hit for 'X' damage, 'X' points of temporary soak go away. Now vampiric hit points don't last so long, but Aid and other spells still provide a useful function. Does that sound like a good solution?</p><p></p><p></p><p>Issue 4: Magic Missile </p><p></p><p>Several people I know believe that magic missile has always been a 'broken' spell. Now, under the Grim & Gritty system, it's absolutely nerf. Is this a Bad Thing? Should it be fixed? How?</p><p></p><p>I'm currently leaning against changing the spell, simply because I don't want to make more changes to the system than I absolutely have to. Does this spell NEED to be changed? I think not. D seems to believe that wizards need magic missile and need it to work. Is he right?</p><p></p><p></p><p>Thanks for your consideration of the above. I look forward to hearing what you have to say.</p></blockquote><p></p>
[QUOTE="ViciousPenguin, post: 2016639, member: 25212"] I and a friend of mine, whom we shall call D, have been play testing the Grim & Gritty system and have found a couple of issues with it that we need ironed out. We have some thoughts of our own regarding them, but I suspect that some of you have seen these issues as well and have found other, reasonable solutions for them. So please, share with us your wisdom. Issue 1: Continuous Damage It seems that some jamoke wearing full plate (Soak +8) could stand shoulder to shoulder to a magmin all day without having to worry about the monsters Fiery Aura (D6 heat damage per round). Likewise, if a 9th level wizard bad guy fired a Melf's Acid Arrow at this jamoke, he'd never feel a thing despite the acid burning and dripping its way into his armor for 4 rounds. Should this guy be immune to continuous damage from these energy sources? I don't think so. One possible solution I've considered is subtracting armor and natural armor bonuses from Soak for all continuous damage after the first round. D doesn't see eye to eye with me, though. He brings up the example of an earth elemental taking damage from a relatively small fire starting the 2nd round, which seems rather absurd to him. He thinks that natural armor (but, perhaps not 'normal' armor) should resist energy damage for several rounds; perhaps 1 round per 4 or 5 points of natural armor. Your thoughts? Issue 2: Undead & Construct Soak Skeletons, zombies and other undead, having no constitution score, have a relatively crappy Soak. It seems to me that the undead should be a little bit tougher than that. (The standard game gives them D12 HD for a reason.) What can / should be done to toughen them up? My thought was to give all undead a +5 'racial' bonus to soak. Constructs run into the same problem. Maybe they should be given extra soak based on their size. How about +1 bonus soak per 5 bonus hit points they would have received in the old system. Thus: small +2, medium +4, large +6, huge +8, gargantuan +12, colossal +16 Maybe you have some better ideas. Issue 3: Temporary Hit Points Another friend of mine brought up the point of temporary hit points as a potential system breaker. I saw no problem with it - just treat them as temporary 'pips' and carry on - until he pointed out vampiric touch. 10D6 extra pips?!? That is a system breaker! D suggested to me that temporary hit points should be turned into temporary soak, to be applied before other kinds of soak. Every time you are hit for 'X' damage, 'X' points of temporary soak go away. Now vampiric hit points don't last so long, but Aid and other spells still provide a useful function. Does that sound like a good solution? Issue 4: Magic Missile Several people I know believe that magic missile has always been a 'broken' spell. Now, under the Grim & Gritty system, it's absolutely nerf. Is this a Bad Thing? Should it be fixed? How? I'm currently leaning against changing the spell, simply because I don't want to make more changes to the system than I absolutely have to. Does this spell NEED to be changed? I think not. D seems to believe that wizards need magic missile and need it to work. Is he right? Thanks for your consideration of the above. I look forward to hearing what you have to say. [/QUOTE]
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