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Everything posted by Fatespinner

  1. True I used a different terminology, but that is not the point. Personally I don't like the "Talent" rules and the Iconic Trait rules. That are just to many little special snowflake rules. The goal of the house rules that I supposed and the OP are to reduce the number of special rules and to have a single and simple system. I run the game twice at a con and as a one shot and I that players often had problems remembering and using the Talents and Iconic Traits. Even character creation took longer, because we had only one rule book and everybody had to wait for it to flip through it and read the talents.
  2. Hi, I have a question about the team rules, I am not sure if I understood them correctly. Does every 6 count as a raise or just one? Example: Tommy want to climb. He has a rang of 4 to do this and his four friends help him. Now they all roll the dice: 3,6,1,2,6. What interpretation is now correct? a) Tommy gets a +2 and may roll the two 6's again. Basically everybody rolls alone for a bonus using the normal rules or b) Tommy gets a +1 and may roll the two 6's again.
  3. Sure no problem. I am talking about the Linear D6 version of Grimm, but "Aspects" could also be used with the d20 version. So you create a character just with stats and no advantages or disadvantages. Then you chose 6 "aspects" things about your character that can be advantages, disadvantages or both. This comes from the Fate rules. When the game starts you get 6 Plot Points or Fate Points. When you want to use an aspect to perform something, then you spent one Fate Point and gain a simple +2, like with normal advantages. However if you say that one aspect is a disadvantage, then you take a -2 to your action and you gain one Fate Point. This system removes a lot extra rules form the book and simplifies a lot for the GM and the players. It might be a good idea to limit the number of Fate Points a character can have at one time and the number of points that a player can use in one action. It also gives the player a bit more control over his character and the story. About the Little Fears stuff. Well the game has a similar setting, children against monsters, but the tone is different. In the book are rules for creating monsters and magic items, that the children can use, like your magic teddy bear and so on. An item does have a rating from 1 to 3. For every rank of the item it gets a special power for a list. This can be a +1 to a stat, a -1 to a stat for an opponent, some effect, some extra damage or protection and so on. Very generic. Especially the +1 to damage or +1 to armor works great with the D6 version of Grimm. It is a simple way to generate magic items and effects if you want to have rules for it without hand waving everything.
  4. I tried the soundtrack of American McGee's: Alice. A wonderful scary soundtrack.
  5. I have tried to use plotpoints or hero points and it works well. I had no aspects and they gave just a plain +1 however. The idea works great and simplifies the whole advantage and disadvantage system a lot. EDIT: I also think that it could be used to simplify the magic system a lot. I have looked at the Little Fears Nightmare Edition and the rules more magic items in there could work 100% for Grimm.
  6. Hi, I have tried Grimm a few times and like it very much. However I never played it like it is in the books. E.g I never used advantages and disadvantage, class abilites and weapon rules. They were just to many small extra rules, which complicated character generation and slowed the game play down. Instead I once used something like plot points. I gave the players 5 points that they could use to get a bonus on a skill roll. It worked great. A second or revised edition of Grimm would be awesome, that is even less influenced by D20. What have you done with the game?
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