HeapThaumaturgist
First Post
HOW to do Cthulhu with Grim Tales?
It's pretty much already there, in the book. There's horror save mechanics, which scale up and down depending on how horrible you want horrible to be, with different "settings" so to speak. A complete section on what happens when and how you fail those saves, including a reasonably (for a game) complete section of real-world psychological complications and their in-game effects, and some suggestions for not-so-real psychological complications if that is your flavor as well.
The monsters are not included, of course, but there's a huge section on BUILDING monsters and balancing them as well as how to put together encounters, which would let you take, say, pre-generated monsters from 3rd party sources and change them up cthulhu style: "We'll take a troll, give it a confusion gaze, some tentacles ..."
Rules for medieval style characters are presented in the book, as well as rules for weapon stat creation, though I'd just as much suggest using the SRD for things like that.
The Talent and Feat selections for characters range all over the place. The magic system is simple, but costly, and easy enough to tie the sanity mechanic of the game into if that's what you'd like.
Grim Tales is very much about opening the hood of d20 gaming and doing what you want. Ben was very good, I think, about providing suggestions on how to tune things to do different styles and genres. You're neither left blowing in the wind, nor tied to a specific style of play with no help in bringing the rules to another genre.
As to IH, I don't have that book, but I would assume you'll have to find other sources for things like sanity, if you want to use it, and the like. So there might be more work there, along with more books to purchase and the like, to get things where you want them.
--fje
It's pretty much already there, in the book. There's horror save mechanics, which scale up and down depending on how horrible you want horrible to be, with different "settings" so to speak. A complete section on what happens when and how you fail those saves, including a reasonably (for a game) complete section of real-world psychological complications and their in-game effects, and some suggestions for not-so-real psychological complications if that is your flavor as well.
The monsters are not included, of course, but there's a huge section on BUILDING monsters and balancing them as well as how to put together encounters, which would let you take, say, pre-generated monsters from 3rd party sources and change them up cthulhu style: "We'll take a troll, give it a confusion gaze, some tentacles ..."
Rules for medieval style characters are presented in the book, as well as rules for weapon stat creation, though I'd just as much suggest using the SRD for things like that.
The Talent and Feat selections for characters range all over the place. The magic system is simple, but costly, and easy enough to tie the sanity mechanic of the game into if that's what you'd like.
Grim Tales is very much about opening the hood of d20 gaming and doing what you want. Ben was very good, I think, about providing suggestions on how to tune things to do different styles and genres. You're neither left blowing in the wind, nor tied to a specific style of play with no help in bringing the rules to another genre.
As to IH, I don't have that book, but I would assume you'll have to find other sources for things like sanity, if you want to use it, and the like. So there might be more work there, along with more books to purchase and the like, to get things where you want them.
--fje


