Am I intelligent or just cunning? Dexterous or agile? I ponder such in my garden of death...
Thoughts and changes on the
Grim Hack from the play reports.
New rule on skills: Knowledge, artistic, and crafting skills: When skill is first
attained, it gives a 10% bonus to the attribute check when rolling for success.
A big difference with other d100/BRP
style games and WFRP is that WFRP characters start out much weaker. It’s common
for key starting skills that a BRP-type character has at creation to be in the
area of 70-80% (however, these rules also allow a character to advance skills
beyond 100%).
Possible changes I’m considering: As my whole idea for the Grim Hack was a rules lite
version of WFRP, there are a few things I’m considering.
· Forsaking hit
locations: Reduces some of the ‘fiddliness’
from both combat and purchasing/looting gear. Armor values would remain the
same (Plate + chain=2AP, Plate or chain=1 AP, Leather 1AP vs. light damage,
Shield good for 1AP). Would require a complete rewrite of crit tables, however.
· Reducing the
number of Attributes: Basically
combining Agility and Dexterity, and Cunning and Intelligence. It’s only been
two adventures, but I remain unconvinced on the need for two differing aspects
of a particular attribute.
On a side note, Bob is thinking of running Against the
Giants with my Grim Hack rules! Made me all warm and fuzzy to hear that!
But I like hit locations... but I like quicker play. Hmmm... hurts too much to decide.
ReplyDeleteI'm cool with the reduced attributes, and as we discussed totally agree with +10% when you get a skill. Additionally, one should be able to take a skill up to 3 times to get +20% and +30%.