| This material is published under the OGL
| Product Blurb
| 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.
This text is quoted from promotion material. Text and images are copyrighted by the original publisher.
- 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
- Attack Roll
- Hit Points
- Relative Degree (RD)
Actions in Combat
- Action Types
- Free Actions
- Abort Actions
Effects of Damage
- Disabled, Dying, and Dead
- Temporary Hit Points
- Recovery of Disabled Body Parts
- Favorable & Unfavorable Conditions
- Helpless Defenders
- Accelerated Pair (Double Tap)
- Automatic Fire (Burst)
- Continuous Beam Fire
- Multiple-Fire Barrel
- Suppressing Fire
Additional Combat Rules
- Attacking Inanimate Objects
- Energy Weapons
- Sidearms and Longarms in Melee
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
- The Life Bar
- Resolving Attacks
- Healing and Recovery
- Variant Rules
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