If that were to happen in time for my Sun afternoon game, that'd be really cool.DanMcS said:I need to go through your post more fully, which won't happen until later, but thanks for the notes.

If that were to happen in time for my Sun afternoon game, that'd be really cool.DanMcS said:I need to go through your post more fully, which won't happen until later, but thanks for the notes.
One thought: it seems to me that GrimNGritty and this weapons-as-skill system are working against one another. The former is trying to make combat more realistic, and perhaps more complicated; the latter is trying to make combat more free-flowing and heroic. I'm not sure i'd combine them without serious revisions to one or both. I suspect one would frustrate the other's effects, and they just wouldn't mesh very well.SSquirrel said:My gaming group hasn't been able to coordinate our schedules for 2 months, so I haven't had a chance to put anything together to show it off anyway.
Next game I run I plan on making use of this, as well as Ken Hood's Grim N Gritty ruleset. Some good stuff going on here and I think once we have a few more tweaks it will be VERY cool indeed.
I haven't gotten to do any playtesting of the idea yet, so yes its possible. The reason I was excited about this, and in using it with GNG, was that it frees you to use whatever weapons you want and not worry about "this is a gimped weapon". I'll hafta see how it all works.woodelf said:One thought: it seems to me that GrimNGritty and this weapons-as-skill system are working against one another. The former is trying to make combat more realistic, and perhaps more complicated; the latter is trying to make combat more free-flowing and heroic. I'm not sure i'd combine them without serious revisions to one or both. I suspect one would frustrate the other's effects, and they just wouldn't mesh very well.