Dungeons and Dragons Wiki

Grim-N-Gritty (3.5e Sourcebook)/Appendix 1

< Grim-N-Gritty (3.5e Sourcebook)

Revision as of 11:01, August 13, 2010 by Ghostwheel (Talk | contribs)

9,970pages on
this wiki
This material is published under the OGL

Appendix 1 - Variant Rules

The following are variant rules you can use with the Grim-n-Gritty system to increase its “realism.”

Advanced Wound Trauma

This variant rule replaces the standard Wound Trauma mechanic.

Whenever you lose Hit Points, you must immediately perform a Fortitude saving throw. If you fail this saving throw, you might become dazed or stunned by your injury.

The DC of your Fortitude save equals 10 + the damage you suffered. (For example, if you suffered 8 points of damage, you would have to save against DC 18.)

If you fail the saving throw, you are dazed for one round. If you fail the save by five or more points, you are stunned for one round. If you fail by 10 or more points, you are stunned for 2d6 rounds.

Size Considerations: The size of a creature or character affects the amount of damage necessary to send it into deep shock. Before you figure the DC of the saving throw, you multiply the damage inflicted upon the creature by its size modifier. The table below shows the modifier, below.

Disadvantage of Rule: The extra saves slow down combat.

Wound Trauma Save Modifier Based on Size
Size Modifier
Medium x1
Large x1/2
Huge x1/4
Gargantuan x1/8
Colossal x1/12

Strength Bonus Limitation

In this variant rule, your Strength bonus applies only to your melee attack roll, not to your attack roll and your damage roll.

Some have argued that Strength counts for double when determining damage with the Relative Degree mechanic. For every point you roll higher than your opponent, you add +1 to your damage. Then, you add your Strength modifier.

By applying this rule, your Strength only counts once. It increases your damage by increasing your attack roll.

Note by uploader: It should be noted that one should add 1/2 Strength modifier to damage with two-handed weapons and subtract 1/2 Strength modifier from off-hand weapons when rolling damage to keep the effects of such weapons in line with the normal rules, in addition to not adding Strength modifier to damage when using one-handed weapons.

Wounds Normally Cause Bleeding

This variant causes all wounds to inflict bleeding, if they inflict a certain amount of damage.

The table below shows the amount of damage that must be inflicted upon a creature to cause severe bleeding. The bigger a creature, the more damage that must be inflicted. Slashing weapons need to inflict less than other attack types to cause bleeding.

Disadvantage of Rule: It adds another level of complexity to combat and requires you to consult a table with each attack to determine if it caused bleeding. This slows combat.

Damage Necessary to Cause Bleeding
Creature Size Slashing
Fine 1 1
Diminutive 1 1
Tiny 1 1
Small 2 3
Medium 4 6
Large 8 12
Huge 16 24
Gargantuan 32 48
Colossal 48 72

Back to Main Page3.5e HomebrewSourcebooksGrim-N-Gritty

Around Wikia's network

Random Wiki