About: Grim-N-Gritty (3.5e Sourcebook)/Simplified Rules   Sponge Permalink

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The revised Grim-n-Gritty system has five major features: * Characters use a Life Bar, instead of Hit Points to track damage. * Characters have a Soak attribute that modifies all damage inflicted upon them. * Characters oppose attack rolls using their Defense attribute. * Characters increase the damage of an attack by the amount they beat their targets’ defense rolls. * Critical hits do not increase damage, but apply special effects. Design Expectations These are the goals of this combat system.

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  • Grim-N-Gritty (3.5e Sourcebook)/Simplified Rules
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  • The revised Grim-n-Gritty system has five major features: * Characters use a Life Bar, instead of Hit Points to track damage. * Characters have a Soak attribute that modifies all damage inflicted upon them. * Characters oppose attack rolls using their Defense attribute. * Characters increase the damage of an attack by the amount they beat their targets’ defense rolls. * Critical hits do not increase damage, but apply special effects. Design Expectations These are the goals of this combat system.
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  • The revised Grim-n-Gritty system has five major features: * Characters use a Life Bar, instead of Hit Points to track damage. * Characters have a Soak attribute that modifies all damage inflicted upon them. * Characters oppose attack rolls using their Defense attribute. * Characters increase the damage of an attack by the amount they beat their targets’ defense rolls. * Critical hits do not increase damage, but apply special effects. Design Expectations These are the goals of this combat system. 1. * Characters have a greater potential for dying in combat. 2. * At low levels, against human-sized opponents, fights are not always lethal, though still unpredictable. 3. * At high levels or against monsters, fights are consistently lethal. 4. * Opponents of equal ability and equipment have a good chance of killing one another with a single blow. 5. * Area-effect attacks or high damage dice attacks should kill characters that are not under cover. 6. * Big creatures are much more powerful than little creatures. 7. * Armor greatly increases survivability. 8. * Cover helps more than armor. 9. * Sneaking and ambush help most of all. 10. * Overall, combat becomes more unpredictable. 11. * Overall, the system rewards clever planning.
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