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Grim-N-Gritty
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Product Blurb
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Tired of players who lack fear of death and wade into the thick of battle without batting an eye? Want to add a sense of danger to your game? Do you want your monsters to be MONSTERS?
For years, the Grim-n-Gritty Hit Point and Combat Rules have provided a realism-based alternative to the standard cinematic combat rules of the world's most popular fantasy RPG. Now updated for use with the 3.5 edition rules, GnG 4.0 provides the following:
- Alternative rules for figuring hit points based on the size of a creature, making massive monsters truly terrifying.
- Injury penalties which hamper your character's performance as he suffers damage.
- Armor that reduces damage, rather than lowering the chance to be hit in combat.
- Opposed rolls for combat, using a Defense statistic.
- A "Relative Degree" mechanic that replaces critical hits and increases the damage you inflict based on the success of your combat roll, rewarding skill rather than weapon selection.
- Effect-based called shot rules.
- Some support for psionic, modern, and future characters.
- Epic-level rules.
- Guidelines for adjusting a creature's CR based on its size.
- A new action type and new defensive actions.
- New automatic fire, suppressing fire, and energy weapon rules.
- Over 50 new and revised feats for use with the system, including psionic, metapsionic, and metamagic feats.
- Martial arts feats for nerve strikes, breaking strikes, and grappling.
- Four new spells and three psionic powers.
- New and revised magical and psionic items.
- Suggestions for implementing the rules in a high-magic setting.
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This text is quoted from promotion material. Text and images are copyrighted by the original publisher.
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Contents[edit]
Overview
- Changes to Hit Points
- Changes to Armor
- Changes to Critical Hits
- Changes to Actions
- Other Changes
Where do these rules fit?
- Good Fits
- Bad Fits
- Incredibly Bad Fits
- A Warning about Magic
Combat Statistics
- Attack Roll
- Damage
- Defense
- Hit Points
- Protection
- Relative Degree (RD)
Actions in Combat
- Action Types
- Free Actions
- Abort Actions
Effects of Damage
- Trauma
- Injury
- Disabled, Dying, and Dead
- Healing
- Temporary Hit Points
Called Shots
- Procedure
- Effects
- Recovery of Disabled Body Parts
Combat Modifiers
- Favorable & Unfavorable Conditions
- Helpless Defenders
Special Attacks
- Accelerated Pair (Double Tap)
- Automatic Fire (Burst)
- Continuous Beam Fire
- Grappling
- Multiple-Fire Barrel
- Scattershot
- Suppressing Fire
Additional Combat Rules
- Attacking Inanimate Objects
- Energy Weapons
- Sidearms and Longarms in Melee
Conditions
Appendix 1: Variant Rules
- Advanced Wound Trauma
- Wounds Normally Cause Bleeding
Appendix 2: Grim-N-Gritty High Magic
Appendix 3: Standard vs. Grim -N- Gritty Characters
Appendix 4: New and Revised Feats
Appendix 5: Spells and Powers
Appendix 6: Magical and Psionic Items
Simplified Rules
- The Life Bar
- Soak
- Defense
- Resolving Attacks
- Healing and Recovery
- Variant Rules
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Open Game Content
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This is Grim -N- Gritty. It is covered by the Open Game License v1.0a, rather than the Creative Commons Attribution Sharealike License. To distinguish it, these items will have this notice. If you see any page that contains Grim -N- Gritty material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
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