Healing/Recovering
Rest in game works differently with Grim and Grit rules. The first short rest of a day is still only 1 hour. The second short rest is 4 hours. There can be no more than 2 short rests in a day. A long rest is a full 24 hours. You gain no HP back from a long rest you do regain half your Hit Dice back and can use them at the end of a long rest to regain HP.
When recovering, Grim and Grit rules offers three ways to use Hit Dice:
Rest: In short rests, expend Hit Dice as normal, rolling each to determine HP regained in rest and safety.
Also HD can be spent to
- 1 Hit Die to recover one point of ability score loss.
- 1 Hit Die to counter one negative effect from wound for 8 hours.
- 1 Hit Die roll to recover level drain. (Only after Long Rest)
- 1 Hit Die to recover one level of exhaustion. (Only after Long Rest)
Medical Aid (5 min): When non-magical medicine, bandages, or tinctures (Healer’s Kit) are used, roll 1 Hit Die, without needing to ‘expend’ it.
Grit Your Teeth: In combat or danger, as an action make a Constitution Save against DC 10. If successful, expend 1 Hit Die, roll and recover that many HP.
Falling Unconscious
When ever a character is knocked unconscious they will gain 1 level of exhaustion from the experience.
Bleeding Out
When reduced to 0 Hit Points and knocked senseless, you begin to bleed out. You loose 2 hp per turn after you hit 0 Hit Points. A Healer’s Kit can be used to stop bleeding with a Medicine Check DC 13. Only the medical or magical aid of a teammate or external effect can revive you by healing 1 or more HP. .
Magic
Magic in this system works differently no spells function exactly like PHB writes them. There is always a air of uncertainty when playing with magics.
Divine magic is very restricted, followers of a faith outside the 6 Pillars will have a very hard time contacting their deity to ask for miracles, favors, and spells.
Roll to Cast: For every uncertain action in the game, the dice must be consulted. Magic, the most volatile and uncertain force of them all is no exception.
Stacking Advantage/Disadvantage
To stack, they need to originate from different players or conditions, for example being Prone and Frightened by a creature at the same time. Abilities or spells with the same name cannot stack their benefit.
If after cancelling out advantages with disadvantages you are left with more than one advantage, you apply one of the advantages only. The first additional advantage grants +2 on the roll. Each following advantage grants +1 on the roll (to a maximum of +5).
Sanity/Madness
All characters start with a sanity score of 8+1d4 to start. Many things can cause you to loose sanity in game. Slipping too far down in sanity can lead to lasting maddening effects.
Wounds
Critical Hits cause lasting injury to the player characters. Any critical hit then rolls on the wound table. Most of the time this will result in a level of exhaustion, but some times it can lead to a lasting wound that the players carry with them through the entirety of their characters life.
Weapons and Armor
In this system weapons and armor function a bit differently. All armor now has an associated damage reduction for a specific type of damage added to it. Weapons also now have more usefulness because they each have added abilities that they can do each round. No longer will you base weapon choice of damage dice as these added abilities can grant you a edge in combat and change tactics based on situation.
There are also various qualities of weapons that can effect how they perform in combat i.e. blunt dagger would deal normal damage -1.
Grim and Grit Weapons and Armor
Grim and Grit Weapon and Armor Grades
Experience and Levels
The game is still based off 5e but with some changes starting out at first level you gain all normal abilities from starting class besides the following: Starting HP is rolled, Weapon and Armor proficiencies are rolled to see how many you can pick, abilities are done on a 22 point buy system, no starting gold or equipment. Levels are also changed, you will earn XP and be able to purchase pieces of a level. Choosing what is most important for your character at the time. XP gain is must slower with a typical game giving out 1-6XP per player, depending on what goals/missions were accomplished or what enemies were overcome.
Experience can also be gained by doing game write-ups after a session. Game write-up must be done and sent to DM before next session. XP ranges from 1-3 based on write up.
Class Point Buy: Rogue / Fighter / Ranger
Standards and Costs of Living
In this system the way you live your life and where you choose to lay your head has real effects in game. Spending more money and having better standards of living grants you many bonuses that can help you survive.
Grim and Grit Standards and Costs of Living
Story Beats
This new mechanic is designed to help players further their story arcs along. Each day dm will roll to see how many Story Beats will happen. During down time he will call for betting to happen. Each person has a pool of points to bet with equal to half their Charisma score rounded down. Each beat is then blind bid on by each player. The player bidding highest wins beat and loses those points for rest of day. Those who lost bid regain bet points. This continues on for each beat. After the DM will explain the story beat to each winner and then they will have a few minutes to come up with and tell the story of how that beat happened. This allows them to change and modify the beat (DM deaccession) they can tailor beat to gain new knowledge, find a useful contact or item, progress their personal storyline within the campaign. Lastly what ever player has the most points left over at end of game session can come up with a beat for next game.
The points can be used for other things as well. The following are all things points can be spent on.
- 5 points can be spent at session start to gain an inspiration.
- 1 point can be spent to gain +1 to next social interaction roll (must be used before roll)