Grimdark

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GRIMDARK SNEAK PEEK


1
GRIMDARK

A “grim and gritty” system for games of D&D

Introduction: GRIMDARK is a system that allows for playing “Grim & Gritty” games of Dungeons
and Dragons 5th edition. It changes the standard rules in aspects of Armor Class, Hit Points, Damage,
and Recovery. The system is intended to make combat more dangerous for characters of any level and
hopefully enhances excitement for players during combat scenes.

A sneak peek at the GRIMDARK system

Version 3.0 March 2019

by Richard L. Guth Jr.

Special thanks to the playtesters who helped in breaking and mending the system: Megan Guth, Peg
Fox, Val Cee, Dwight Caine, David Phillips, Stephen Boland, Ian Boland, Erin Stoddard, and William C.
Kerr III. Mad Love to Julia Lieb Geist for assistance with formatting, awesome logos, and fabulous
graphics.

All artwork in this document is Unlimited Commercial Use with No Attribution Required from one of
the following sources: DM’s Guild, Kisscc0, Openclipart, or Pik Wizard.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
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Not for resale. Permission granted to print or photocopy this document for personal use only. GRIMDARK SNEAK PEEK
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“I like nonsense, it wakes up the brain cells. Fantasy is
a necessary ingredient in living; it's a way of looking
WHAT IS GRIMDARK?
at life through the wrong end of a telescope.”
— Theodor Seuss Grisel

“Words have no power to impress the mind without


the exquisite horror of their reality.”
— Edgar Allan Poe

PREFACE
GRIMDARK is “Dark Fantasy” where bad things
Welcome to my nonsense. happen during combat.
I created this document with the intention of sharing It's a homebrew tweak of the 5th edition rules to
my homebrew rules system for “grim and gritty” games emulate the sub-genre of speculative fiction called
of Dungeons & Dragons. I am not a game designer or a “Grimdark” with a tone, style, or setting that is
prestigious author. I am, however, a long time old particularly dystopian, amoral, or violent such as
school gamer. seen in GAME OF THRONES, WARHAMMER 40k, Z
NATION, or WALKING DEAD. As not to reinvent the
My first encounter with Dungeons & Dragons
wheel I called the rules system "GRIMDARK" when I
occurred in 1982 when I started to see the D&D
Adventure Ads drawn by Bill Willingham in my comic started jotting notes down in my journal. I'm seeking
books. My interest continued when I started watching a better name for the system, but nothing has
the cartoon on CBS a year later. However, I never revealed itself as of yet.
bought a role-playing book until around 1985 when I However, I am planning on creating a document
purchased the Advanced Dungeons & Dragons detailing “DankPunk” my version of a bleak future
hardcover edition of Oriental Adventures at my local ruled by a mysterious organization known as
Waldenbooks store. Since then, I've been rolling dice ABRAXAS. But more on that later.
and telling stories with my friends for a total of 34
years. Advice about “gritty” role-playing is provided
within the 5th edition Dungeon Masters Guide on
In sharing this system with you, I don't assume that it page 267. Here it is called “Gritty Realism” and
is without flaws. I don't even claim that you will end up suggests that it is “a good option” to promote role-
liking it after you read it. However, it is a system that I playing rather than just simple “Hack and Slash”
developed for use with my homebrew games of gaming.
Dungeons & Dragons.
Let's stop right here and say that there's nothing
I suggest using it during a Halloween one-shot to wrong with "Hack and Slash" gaming in Dungeons &
shake things up and make the game a little different for Dragons. As mentioned in Chapter One of the
a session. The intention is in no way to replace the 5th Dungeons Master's Guide "Hack and Slash" is fun
edition rules. These rules are merely a way to do and exciting. It's straightforward. Kick in the door,
something a bit different at the table to make combat a wack the monster, and steal its treasure. So if that's
little more frightening to your players. So please gather your thing don't fix what ain't broken. GRIMDARK
your friends and roll some dice and afterward email me
can make "Hack and Slash" more interesting too by
at storyteller4hire@gmail.com to let me know what you
pumping the breaks a little and making kicking in
think of GRIMDARK.
that door to mash the monster a little more
challenging because almost any wound could lead to
death.

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Regardless of the play style that you might use, people who will soon become your friends. Everyone
GRIMDARK tweaks the rules presented in the involved wants to have a few laughs, be entertained,
Player’s Handbook. Changes include how Hit Points and escape reality for a little while. So although
and Armor Class are calculated, as well as, how to you're playing a "grim and gritty" system and telling
adjudicate Critical Hits, Resting, and Natural Healing. a Gothic horror story, make sure that everyone is
having fun and enjoying the session. If not, you're
These changes will be addressed later in this
doing it wrong! Anyway, back to GRIMDARK.
document.
Honestly, it can be challenging for a DM to balance
a GRIMDARK game. The aim should be to keep the
GRIMDARK STORYTELLING story's pendulum swinging between Righteousness
and Evil, hope and fear, love and hate, doom and joy.
And to keep your players coming back to your table,
“Storytelling isn't an Escher staircase.” they’ll need to have opportunities to make a positive
— Dave Morris impact on the world, even if they can’t save all of it.
For example, the characters may be fighting
against a bunch of cultists who have kidnapped
children to work in a mine. In a "feel good" version
of D&D the heroes would defeat the cult and return
the children safely to their homes. However, in a
GRIMDARK version of this same story, the heroes
hunt down the cultists only to discover that they are
too late to save most of the children from a terrible
fate. Or maybe they are able to rescue the children,
but the cult manages to complete their diabolical
plot of uncovering some ancient artifact or
summoning their vile demonic god. Either way, they
don't get a win-win in Grimdark. GRIMDARK
characters experience small moments of victory
overshadowed by a theme of loss, cost, and sacrifice.

In a story using GRIMDARK rules, the characters


experience dire consequences when entering into
life-threatening situations. Unlike most games of
D&D, the player can no longer merely reference
Armor Class and Hit Points to measure the
survivability of a combat situation. Now any brush
with melee could result in serious injury, maiming,
or death. The characters are in a game of chance
with the Grim Reaper and their luck might run out at
any moment.
The real trick as with any GRIMDARK session is to
make it fun while keeping the tone somewhat
serious, edgy, and tense. There can be moments of
joy, comedy, and gallows humor through the
sessions but the Dungeon Master should always
remember to return the overall tone to that of dark
fantasy, Gothic horror, or gritty realism.
Let's stop again long enough for me to say that the
whole point of playing Dungeons & Dragons is to
have fun. You're hanging out with your friends or

Not for resale. Permission granted to print or photocopy this document for personal use only. GRIMDARK SNEAK PEEK
5
Constitution determines Hit Points. As the DM you
may want to remind them about this during the
character creation process.

HIT POINTS

Chapter 9 of the Player's Handbook explains the


game concept of Hit Points. Essentially, Hit Points
are abstract numbers representing the physical and
mental durability of a character concerning injury
received in combat situations.
GRIMDARK emphasizes meager Hit Point totals to
GRIMDARK CHARACTERS reflect the dangerous and deadly nature of becoming
wounded in battle. Every character regardless of
Level, Class or Race begins with a single Hit Point
All the world’s a stage, And all the men and women representing the average total of Hit Points for an
merely players; ordinary being. Every Tom, Dick, and Harry Non-
Playing Character (NPC) your character encounters
— William Shakespeare
will have 1 Hit Point. Even "Level Zero" characters
have 1 Hit Point. This concept represents the fact
that even a well placed Unarmed Attack can knock
When you make a character using the GRIMDARK
the average Joe unconscious.
system, you calculate some of the essential statistics
differently than described in Chapter One of the "Level Zero" characters will be discussed later in
Player's Handbook. These include Hit Points and this document as an optional way to begin playing
Armor Class. So all in all a DM can tell experienced GRIMDARK.
players to create their characters as usual except for
For now, players should ignore Hit Dice granted
these two attributes.
by Class. In GRIMDARK, a Fighter, Barbarian, and
Although there are a lot of cool gadgets out there Wizard all get their Hit Point values from their
to help with making characters, you may want to Ability Scores, but their Class.
remind players that they won't be able to use the
To calculate a First level character's total Hit Point
nifty self-calculating sheets unless they pay
value add the Ability Modifier from Constitution to
particular attention to edit Hit Points and Armor
the original 1 Hit Point. It's that easy.
manually. This includes D&D Beyond’s Character
Builder which is fantastic but will require manual If and when the character’s Constitution score
editing to make it work properly with GRIMDARK. changes due to Ability Score increases or the
addition of a Feat like "Tavern Brawler" or
At this point, It’s worth mentioning that when a
"Resilient" then the character's Hit Point Total will
player is determining their character’s Ability
be adjusted regularly, adding to the total Hit Point
Scores, they may want to keep in mind how they will
value for the character.
use the Ability Modifiers to calculate Hit Points and
Armor Class. Meaning as discussed hereafter that
Dexterity is the main facot of Armor Class and

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The player fills in the character’s final hit points: 1 Anything that would alter the Constitution score
+ his Constitution modifier of +3, for a total of 4 hit will impact Hit Points prospectively rather than
points. retroactively. Meaning that if Shirey Clance gained
some magical device that would raise her
EXAMPLE 1.0 Constitution to a score of 20, then the benefits of the
Megan is creating a character named Shirey Clance for a new Constitution modifier will not be reflected until
new GRIMDARK campaign. Shirey is a First level Fighter she advances to 5th level. This is a change to the
and has a Constitution of 16. The modifier is +3 so Megan standard rules as presented in Chapter 7 of the
adds this to Shirey’s Hit Point Pool for a total of 4. Player’s Handbook under Constitution’s listing in
Shirey has 1 Hit Point like every other living being and 3 “Using Each Ability.”
more for her Constitution score.
EXAMPLE 1.2
1+3=4
Megan’s character Shirey Clance is a 4th level Fighter and
has an 18 for Constitution. Shirey’s total Hit Point pool is
14. However, Shirey recently discovered an artifact in a
Manticore’s treasure cache. While wearing the new
magical item, Shirey’s Constitution becomes a 20 with a
new modifier of +5. This will not alter Shirey’s Hit Point
values until she advances to a 5th level Fighter. At that
point, the calculation from EXAMPLE 1.1 becomes:
3 x 3= 9 +1 = 10 +4 = 14 +5 = 19

The same concept of "prospectiveness" applies to


any circumstance that might reduce a character’s
Constitution score. If a spell, monster, or Gyrojet
Pistol somehow diminishes Shirey Clance's
Constitution from 18 to 15, the change will only
impact her Hit Points when she advances to her next
level.
The Dark Forest near Seven Towns is haunted by strange
monsters called “Xarol” who can wither a man with a
Megan's character Shirey has gained enough single touch. Shirey Clance encounters a Xarol and is
Experience Points to become a Fourth Level Fighter. affected by its Withering Touch. The DM adjudicates the
situation and declares that Shirey's Constitution score
She decides to use the Ability Score Adjustment
falls from 18 to 15 permanently. This change will not
feature to increase Shirey's Constitution score from
modify Shirey's total Hit Points and will only go into
16 to 18, changing the modifier from +3 to +4. This effect when Shirey advances to her next level
change is not retroactive for Shirey, but going
forward she will have a few extra Hit Points than she
would have without the improvement.
EXAMPLE 1.1
Megan is advancing Shirey Clance from a 3rd to 4th level
Fighter. Shirey’s Hit Point total at 3rd level is 10 because
Shirey had 1 hit point then added 3 for each level of
Fighter gained due to the Ability Modifier of +3.
3 x 3 = 9 + 1 = 10
Megan decides to use the Ability Score Adjustment for 4 th
level to add 2 to the Constitution score of 16 for a new
total of 18, making the new modifier +4 instead of +3. So
now Shirey’s Hit Point total will be 14.
3 x 3 = 9 +1 = 10 + 4 = 14
From this point on, Megan will add +4 for each level
Shirey gains.

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7
As with the standard rules your character needs to
be proficient with armor and shields to wear and use
them effectively, and your class determines your
armor and shield proficiencies. If your character
lacks the required proficiency, he or she will have
Disadvantage on any ability check, saving throw, or
ARMOR CLASS attack roll that involves Strength or Dexterity, and
you can't cast spells. For more information check out
the Equipment section in Chapter 5 of the Player's
Chapter 1 of the Player's Handbook describes Armor Handbook.
Class (AC) as how well your character avoids being
wounded in battle. In the standard 5th edition D&D EXAMPLE 2.1
rules things that contribute to your AC include the Heidi is a Ranger with a Strength score of 13 (+1) and a
armor you wear, the shield you carry, and your Dexterity score of 15 (+2) played by Suzy. Heidi's AC is 12
Dexterity modifier. This isn't the case in GRIMDARK, in the GRIMDARK system, and this makes Suzy a little
however. nervous. She decides to have Heidi wear Splint Armor, so
Suzy looks at Chapters 3 and 5 of the Player’s Handbook to
In GRIMDARK, your character’s AC equals 10 + his
gather information. Suzy realizes that Heidi not only is
or her Dexterity modifier. If your character wears
proficient with Light and Medium armor but also does not
armor, carries a shield, or both, it will enhance your have a high enough Strength rating to use Splint armor. In
character's ability to "Soak" rather than improving the end, Suzy decides that Studded Leather armor is the
AC. best option for Heidi right now.
The "Soak" concept is discussed later in this
document.
EXAMPLE 2.0 The type of armor your character wears
determines the base Soak attribute rather than
Alexander is playing a First level Paladin named
Shimmerstar who has a Strength score of 15 (+2), a improving base AC but still applies the Strength
Dexterity score of 13 (+1) and wears Chain mail armor. Requirement, as well as, penalties to Dexterity and
Shimmerstar’s AC is calculated using the base AC of 10 Stealth.
and then adding the modifier of +2 for a total AC of 12. In GRIMDARK, your character still needs to have at
10 +2 = 12 least a Strength score of at least 13 to wear Chain
Mail and a 15 to wear a Plate suit of armor.

EXAMPLE 2.2
Alexander is playing a First level Paladin named
Shimmerstar who has a Strength score of 15 (+2) and
wears Chain mail armor. Shimmerstar is allowed to wear
Chain mail armor because as a paladin he is proficient
with all types of armor and has the minimum required
Strength noted in the chart in Chapter 5 of the Player’s
Handbook under “Armor and Shields.” However, while
wearing Chain mail armor, Shimmerstar will have
Disadvantage on Stealth checks.

Shields function as usual by increasing AC by 2. You


can benefit from only one shield at a time.

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Critical hits are more frightening in a game using
the GRIMDARK system. Page 106 of the Player’s
PLAYTEST NOTE 1.0 Handbook discusses the standard rules for Critical
Hits. However, in GRIMDARK things transpire a little
In previous versions of GRIMDARK documents, a shield
differently.
was considered an addition type of "protective equipment" First, let’s get this straight: ONLY PLAYING
that allowed for Soak just like armor. During playtesting it CHARACTERS (PCS) SCORE GRIMCRITS!
became evident that this unbalanced the system and did
precisely the opposite of what GRIMDARK is supposed to
do by making it easier to avoid damage in melee. Let me repeat:
Therefore, shields now function normally and add +2 to
Only PCs score GRIMCRITS!
AC.

Magical items or spells that affect AC function


normally in GRIMDARK. Apply any bonuses as usual
Keep in mind that monsters can still score regular
and celebrate loudly for as long as your DM will
Critical Hits doing double damage. Please refer to
permit it.
Chapter 8 of the Dungeon Master’s Guide under the
EXAMPLE 2.3 section “Monsters and Critical Hits” for more
information.
Dave is playing a Wizard named Tim with a Dexterity score
of 10 making Tim’s AC a total of 10. During an encounter, In a system where the world is bleak and cruel
Tim casts the spell Shield adding +5 to AC and resulting in with only glimmers of light in the crushing darkness,
a new AC score of 15. Dave dances a jig, singing loudly the concept that only Playing Characters can score
until he gets “The Look” from his DM. Grimcrits is frabjous and beamish for the players.
Base AC 10 + Magical +5 = 15 A DM should celebrate a Grimcrit with the players.
However, if Tim casts the spell Mage Armor instead it Don’t be a turd! Cheer with them! Give them high
modifies how his base AC is determined. Mage Armor says fives, shout with joy, or do whatever it is that you are
that the target’s base AC becomes 13 (instead of 10) so your friends do when that “20” shows up.
now Tim’s AC is 13 rather than 10.
Base AC 13 + 0 Dex modifier = 13
Note: The assumption is being made that a Grimcrit will
If Dave decides to have Tim cast both spells then the total happen when a player rolls a “20” but I know that
AC becomes a whopping 18. Now that’s a really good sometimes special rules, skills, and abilities allow for
reason to shout and sing! critical hits to happen on natural rolls of other numbers
Base AC 13 + Magical 5 = 18 like 18 or 19. That’s fine. If a special rule would normally
make the attack a critical hit then it makes it a Grimcrit
in GRIMDARK.

At my table, we usually cheer and throw our


hands up in the air. Do whatever it is that works best
GRIMDARK CRITICAL HITS for you and your players to make it fun.

“One, two! One, two! And through and through


The vorpal blade went snicker-snack!
He left it dead, and with its head
He went galumphing back.”
— Lewis Carroll

Critical Hits in GRIMDARK are called “Grimcrits.”


It’s a silly nonsense nonce word that’s fun to say. Go
ahead and say it out loud. I dare you.

Not for resale. Permission granted to print or photocopy this document for personal use only. GRIMDARK SNEAK PEEK
9
So, when a player rolls a “20” on an Attack, the hit TIME SAVER TIP: If you’re a DM like me, you want to
is automatically a Grimcrit which always inflicts consolidate time as much as possible. You can
“Critical Damage.” This concept of Critical Damage is always do the check right away after the Grimcrit is
discussed later in this document. rolled. Simply have the player make the check right
away while the adrenaline is pumping and the
CRITICAL DAMAGE? players at the table are celebrating the Grimcrit
Although we won’t get too far into it right now, it’s already.
essential to separate Critical Damage from regular
Anyway, when a “Grimcrit Critical” happens, it’s a
damage.
REALLY BIG DEAL. When a player pulls off rolling
Why? two “20’s” in a row, that’s amazing. In such a
Because in GRIMDARK a character cannot use Recovery situation, the enemy suffers SYSTEM SHOCK. Refer
Time to heal Critical Damage. This sort of damage has to page 273 of the Dungeon Master’s Guide (DMG)
specific rules for healing and recovery. More on that is for the chart used with determining the effects of
discussed in the Recovery section of the Grimdark SYSTEM SHOCK.
document.
EXAMPLE 3.1
David the Gnome has scored a Grimcrit Critical against a
Goblin. David’s player, Jon, and the DM use the System
Shock chart in Chapter 9 of the DMG to see what terrible
When you score a Grimcrit, you roll extra dice for
thing happens to the Goblin.
the attack damage. Roll all of the attack’s damage
dice twice, add them together, and DOUBLE it. Then The DM adjudicates that the Goblin has failed it’s CR 15
add any relevant modifiers as usual. Constitution save so Jon rolls 1d10 resulting in “7”
meaning that the Goblin can’t take reactions and has
Disadvantage on attack rolls and ability checks until the
end of its next turn.
EXAMPLE 3.0
Jon is playing a Gnome named David with a 10 Dexterity
score who wields a sling that inflicts 1d4 bludgeoning
damage on a successful hit.
I think that’s pretty awesome, but “Grimcrit
David attacks a Goblin and Jon rolls a natural “20.” The Criticals” don’t happen all the time. That’s why
attack is now a Grimcrit and inflicts Critical Damage to there’s more to it than just that. So your player
the Goblin. scores a Grimcrit, applies the Critical Damage, and
Jon rolls 2d4 to double the damage dice. The result is 6 checks for a Grimcrit Critical.
so Jon doubles that for a total of 12. Since David has a +0
Now, the playing character gets to make a new
for Dexterity the total remains 12.
Attack Action as a result of rolling so well. Yes, this is
1d4 x 2 = 6 x2 = 12 + 0 = 12 a whole new Action, not just an attack. So if the PC
gets three attacks during an Attack Action, it’s party
time as he or she gets three more swings at the bad
guy.
But HOLD ON, we’re not done yet. Getting a To read about the difference between an Attack
Grimcrit is a BIG DEAL in the GRIMDARK system, so and an Attack Action refer to the “Actions In
it is given a spotlight. The fun continues with a Combat” section in Chapter 9 of the Player’s
second roll after the total Critical Damage is Handbook.
determined. This second roll is not an actual attack,
but instead referred to as a “check.” EXAMPLE 3.2

Make another roll and if the Dice Gods smile on David the Gnome scores a Grimcrit and his player, Jon,
you, you’ll roll “20” again. The roll of a second “20” is completes steps 1-4 to determine the effects. Now
referred to as a “GRIMCRIT CRITICAL.” Yeah, it’s David is able to make another Attack Action. David only
silly. But say it often enough, and it’s fun. Shout it, has one attack because he doesn’t have the Extra Attack
feature. Jon rolls for David’s sling attack and the game
and it’s even more fun. “Grimcrit Critical!” GO ahead,
keeps on rolling.
try shouting it now. You know you want to.

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So that’s Critical Hits work in the GRIMDARK
system. The idea here is to make Critical Hits even
RESTING IN GRIMDARK
more exciting for the players and combat even more
dangerous against the monsters who already have a
bit of more of an edge on the PCs. Remember D&D is “It’s just a scratch! I’ve had worse.”
all about having fun, so loosen up and let the dice fly. — Monty Python

How to Grimcrit in five complicated steps: Resting is discussed in Chapter 8 of the Player’s
1. Roll a Grimcrit. This is usually a natural “20” on a d20. Handbook. Everyone needs rest even big tough
adventurers. Even more so in GRIMDARK as Hit
2. Roll the twice as many damage dice and then double Points are few and far between. Characters can take
the result. Add any modifiers after doubling the damage. short rests in the middle of a day and a long rest to
3. Roll the dice again. If you roll a second “20” then it’s a finish it. Healing and Resting function differently in
Grimcrit Critical! GRIMDARK. Refer to page 267 of the 5th edition
Dungeon Master’s Guide to use the “Slow Recovery”
4. Use the chart on page 273 of the Dungeon M<aster’s
Guide to apply System Shock effects. variant rule, as well as, the “Gritty Realism” rules for
Resting. I suggest a slightly different approach to the
5. Player can make a new Attack Action with the rules from Chapter 9 because GRIMDARK doesn’t
character scoring the Grimcrit. use Hit Dice for recovery.

Short Rest

A "short rest" is a brief amount of time taken to


relax, refresh oneself, or recover strength. In "game
time" it lasts at least 1 hour but no longer than 4
hours. During a "short rest" the characters take a
break to tend to personal needs, catnap and unwind.
Characters should do nothing strenuous than eating,
drinking, reading, and tending to wounds.
A character can regain 1 Hit Point for every hour
spent resting at the end of a “short rest,” up to the
character’s maximum Constitution modifier.
A Playing Character (PC) suffering from Critical
Damage can never recover by taking a “short rest.”

EXAMPLE 4.1
Heather is playing a 6th level Fighter with a Constitution
score of 16 (+3) named Ella. Heather and her fellow
players decide to have their characters take a 4 hour
"short rest." Heather's Fighter spends the time napping
and sharpening her sword after relieving herself and
munching on some dried meat. When the DM declares
that the "short rest" is over, Heather adds 3 hit points to
Ella's Hit Point Total. She cannot gain any more than 3
Hit Points because Ella’s Constitution modifier is +3.

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11
RECOVERING CRITICAL
DAMAGE

“I’m not dead! I’m getting better! I feel happy! I feel


happy!.”
— Monty Python

Critical Damage is damage inflicted by a Grimcrit.


It is an effect that prevents a Playing Character (PC)
from regaining Hit Points by resting or First Aid. It is
a type of debilitating injury that can only be healed
through a long period of recuperation. The rules for
Recuperating appear in Chapter 8 of the Player's
Handbook under "Downtime Activities."
Long Rest Usually, a PC will not suffer Critical Damage
because only PCs inflict Grimcrits. But we all know
that sometimes adventuring groups fight among
A "long rest" is an extended period of reduced
themselves and if it's all fun and games until
activity or inactivity, at least 8 hours long, during
someone suffers a Grimcrit.
which a character sleeps for at least 6 hours and
performs no more than 2 hours of light activity, such Critical Damage cannot be healed by normal
as reading, talking, eating, or standing watch. If the means because of the grievous nature of the wound.
rest is disrupted by a period of strenuous activity — Resting, short or long, will do nothing to help.
at least 1 hour of walking, fighting, casting spells, or Healing Kits will not help. And oddly enough,
similar adventuring activity — the characters must Healing potions of any kind only work about 50% of
begin the rest again to gain any benefit from it. the time. The only exception to the rule is Divine
healing magic which will remove the effect and
At the end of a "long rest," the player makes a restore Hit Points according to the description of the
Constitution Saving Throw DC 15 for his or her spell used.
character. If the check is successful, the character
If a character suffering from the impact of Critical
regains all lost hit points. On a failed check, the
Damage drinks a potion that heals damage, then the
character regains some Hit Points equal to the
DM should make a Percentage Check (50%) to see if
character's Constitution modifier.
the potion works appropriately.

EXAMPLE 4.2

Ella is a 6th level Fighter with a Constitution score of 16


(+3) being played by Heather. After Ella finishes a “long
rest” during the gaming session, Heather makes a DC 15
Constitution Saving Throw for Ella. If the Saving Throw is
successful, Ella regains all of her lost Hit Points. But if the
check is unsuccessful then Ella will only regain 3 Hit Points.

A character can't benefit from more than one “long


rest” in 24 hours, and a character must have at least
1 hit point at the start of the rest to gain its benefits.
A Playing Character (PC) suffering from Critical
Damage can never recover by taking a “long rest.”

12
ZERO LEVEL CHARACTERS enjoyed my players' ideas and collaborative
storytelling to bring their characters to life in all our
minds.

“A child is not a salmon mousse.”


— Barbara Ehrenreich SESSION ZERO
Rich, The DM, is talking with one of the players, Ian,
about his new GRIMDARK character.
Ian: My character is a Fighter named Dale Buckman. I
gave him a longbow, some arrows, and all of his starting
equipment from his Background and Class.
Rich: Dale Buckman. Alright. So what’s special about
Dale?
Ian: Well, Dale is a farmer and he hasn’t really done any
fighting. He learned to use his bow to protect his crops
and livestock.
Rich: Great idea! I love the idea of a Fighter who hasn’t
seen any real battle. And it fits well since he’s level 0.
(pause) So I told you that all the characters are from a
When we started playing GRIMDARK in my place called Seven Towns. Where is Dale from?
homebrew game, we made characters at level 0. Ian: He’s from a small town called Buckland. His family
There’s no advantage or disadvantage to doing this settled the town and its named after them. Dale doesn’t
other than to emphasize to the players that this is a have any political power in the town, but he is
different version of D&D. considered a noble because of his heritage.
To make Zero Level Characters, you make the Rich: So he’s a farmer with a noble heritage.
character in the same way presented in Chapter 1 of
the Player’s Handbook. However, the character does Ian: Yeah, that’s why I chose the Noble background for
him.
not benefit from the Features granted at First level.
That means that spellcasters can only cast cantrips Rich: That makes sense. So why is Dale coming along on
and have no “spells per day” yet. this adventure to find missing children? What’s his
Zero Level characters have +0 for their motivation?
Proficiency Bonus. Ian: I don’t know yet. But maybe I’ll come up with
When my home group created GRIMDARK something while everyone else is talking about their
characters to play through the “Ragamuffin” characters.
campaign, we met for a Session Zero. During this
Rich: Cool. Well, thanks Ian. (Looks around the table.)
session, players created their characters and worked
Okay, who’s next?
with the DM to integrate the characters into the
campaign.
During Session Zero, I encouraged the players to
pay close attention to the “Personality and
Background” section of Chapter 4 in the Player’s Starting off at level 0 might not seem like a lot of
Handbook. The result was that most of the players fun but when you consider the fact that a GRIMDARK
acquired a really nifty backstory for their characters character might only have 1 or 2 Hit Points,
that helped reveal details that defined and surviving to advance to First level might be
developed their character's personality beyond just considered exciting!
short sentences for Ideals, Bonds, and Flaws. Try it out. The worst that can happen is all your
During our Session Zero, I was introduced to the players will hate you and you’ll never be able to DM
Warlock Emmet Cooperson of Clarion; Uye a game again in your life.
Gudderson, scout of Dagus Mines; Jessie the Fighter
from the Mountain Village of Rockton; Lev the Wood Good times, right?
Elf and Sir Sven Prefontaine both hailing from the
town of DuBoistown; Dale Buckman the Archer of
Buckland; and Lady Rhallesi of Shamokin.
We discussed backstories and motivations. I

Not for resale. Permission granted to print or photocopy this document for personal use only. GRIMDARK SNEAK PEEK
13
GRIMDARK ARMOR Therefore,, before any damage is applied to a PCs
Hit Points, reduce the total damage by the Soak Off
rating rolled, and then whatever damage remains
injures the PC accordingly.
“No loss is acceptable. Take it from me.”
— Batman, Secret Origins of the JLA

In GRIMDARK EXAMPLE 5.1


Gary is playing a Cleric wearing Light Armor. Light Armor
provides a 1d4 Soak Off rating.

SOAKING OFF A Kobold attacks Gary’s Cleric and scores 6 points of


damage. Before subtracting 6 from the Cleric’s Hit Points
total, Gary roll 1d4 to Soak Off the damage getting a 2.
Wearing Armor allows a Playing Character (PC) This reduces the 6 damage by 2 meaning the Cleric now
to Soak Off damage. Don't worry. It's not as dirty as takes 4 damage.
it may sound. 6 damage – 2 Soak Off = 4 damage
Soaking Off is reminiscent of Damage Reduction
which has been used in previous editions of
Dungeons & Dragons and other D20 System
supplements. In the previous edition of GRIMDARK, shields
provided the same Soak Off statistic as medium
In GRIMDARK only Playing Characters (PCs) armor. However, during playtesting it became quite
benefit from the Soaking Off rule. Monsters already apparent that the combination of a shield and armor
have all their fancy resistances and abilities that reduced damage all too well. A character wearing
made them hard to damage. Heavy armor and wielding a shield was a terror to
If a PC is wearing armor, then he or she can Soak behold. The result wasn't very GRIMDARK.
Off certain amounts of damage as long as the armor Also, variable Soaking Off ratings has now
remains intact and functional. The amount of replaced the previous static scores. In the prior
damage Soaked Off depends on the type of armor version of GRIMDARK, it looked like this: Light
(Light, Medium, or Heavy.) Shields do not Soak Off Armor (5) Medium Armor (10) Heavy Armor (15).
damage. Each kind of armor has a Durability rating
that represents its ability to absorb damage Again, this was not very GRIMDARK. Using static
effectively. If the Durability of a piece of armor ratings allowed players the opportunity to
reaches "0" then the armor is compromised and no metagame and decide if their character could
longer provides protection. withstand damage being dished out by the monster
being fought. Now the Soak Off rating is based on a
Soaking Off happens every time a character dice roll which could result in a high or low number.
wearing armor is hit so if a crazy Drow Ranger hits a There's nothing written in stone now.
character four times with a pair of scimitars then
four Soak Off rolls would be made to reduce damage. DURABILITY
The concept of “soaking damage” was introduced
in the 1962 board game “Waterloo” produced by In the GRIMDARK system, agility makes you
Avalon Hill. In time it became a role-playing game harder to hit, and armor makes you harder to
term most commonly recognized as a feature of the damage. However, armor doesn’t last forever. As a
White Wolf Publishing game called “Vampire the character benefits from Soaking Off during combat,
Masquerade” published in 1991. No matter what the the armor begins to sop up the damage,
origin might be in your mind, it’s terminology deteriorating and falling apart.
featured in GRIMDARK referring to armor and its
I suggest that armor have the following
ability to protect a character in battle.
Durability: Light Armor 15, Medium Armor 28, and
I suggest using the following method for Soaking Heavy Armor 37.
Off: Light Armor reduces by 1d4, medium armor
reduces by 1d6, and heavy armor reduces by 1d8.

14
Every time a hit is scored against armor, reduce
the Durability by 1. When this number drops to 0,
the protective equipment fails. It will no longer
protect the wearer until it is repaired.
Durability is the threshold of punishment that a
piece of armor can take without upkeep or repair.

EXAMPLE 5.2
Using the same situation in EXAMPLE 5.1, Gary’s Cleric
has suffered a total of 4 damage from a nasty little
Kobold.
The Cleric is wearing Light armor which has a Durability
rating of 15 and was undamaged before the Kobold
attacked.
Gary reduces the Durability of the Cleric’s Light armor
from 15 to 14 because the Kobold hit him once.
If the Kobold would have hit him twice, Durability would
have been reduced by 2 to result in 13.
Every successful hit reduces Durability by 1.

In the same way that characters can recover Hit


Points during "short and long rests," they can also
focus on fixing their armor during the same resting
periods.
During a "short rest" a character may make simple
repairs to damaged armor even if it fell to "0"
assuming that the DM did not declare (for whatever
THANKS FOR ALL THE FISH!
reason) that the armor was destroyed. The only call
for such a ruling might be in the case of armor falling
to "0" due to falling into lava, getting fried by a “A common mistake that people make when
dragon's breath weapon, being blasted by a spell like trying to design something completely
Fireball or Lightning Bolt, or getting zapped by a
foolproof is to underestimate the ingenuity of
complete fools.”
Disintegrate spell. After the "short rest" the
character can add 1d4 Durability to the armor in – Douglas Adams
question. If the character has a skill, tool, or
profession that aids in making such repairs then the
1d4 roll is made with Advantage. After a "long rest"
the process is the same except that the roll is a 1d6. So that brings us to the end of the GRIMDARK sneak
During downtime between adventures, the player peek. Your version of a “Dark Fantasy” story may
can declare to the DM that their character is not be the same as mine. And that’s okay. The main
repairing the damaged armor. In this case, the armor thing is to present the material in such a way that it
returns to its original Durability. In some cases, the is true to the nature of the crucial elements of
character may decide to find someone like a GRIMDARK.
Blacksmith to do this for them, requiring the use of
some gold. Using GRIMDARK in a Dungeons & Dragons
campaign can add the sense of “fear and trepidation”
that normal games of Dungeons & Dragons often
lack. The possibility of character death is a real thing,
and it makes the role-playing sessions more
interesting and “edge of your seat” because of it.

Not for resale. Permission granted to print or photocopy this document for personal use only. GRIMDARK SNEAK PEEK
15
Give the system a try and then come back to let
me know the results. You can email me at
storyteller4hire@gmail.com with any comments
good bad or indifferent.
Also, you can stay up to date with GRIMDARK
material by visiting my blog called "Keep Rollin'
Sixes" at the following URL:

https://deadmanstales.wordpress.com

Remember above all else, D&D is a fun social


experience. The associations you make around the
table will be unprecedented. The exploits you
endure, the characters you design, the memories you
make—these will be yours forever.

16

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