A TTRPG system
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| .forgejo/workflows | ||
| content | ||
| static | ||
| templates | ||
| .gitignore | ||
| AGENTS.md | ||
| config.toml | ||
| dice-probs.ts | ||
| opposed-dice-pools.ts | ||
| README.md | ||
GRIT
A classless, exhaustion-pool TTRPG core system without setting affinity.
Core Vision
A system that balances narrative storytelling with the satisfying crunch of numbers. Combat is short, tense, and always risky — heroes swing until exhaustion, armor matters, and fights end quickly. Characters grow through skill-based progression rather than class-locked abilities, allowing organic development tied to player choices.
Design Goals
- Direct combat is dangerous. Both sides can deal damage with every exchange.
- Exhaustion as universal cost. Pushing, getting hit or (setting dependent) casting all draw from the same well.
- Grit as flexible base. Attack pools are always created from two different attributes, not just strength and endurance.
- Techniques! Certain attribute combinations allow the use of special moves.
- Settings may add new attributes. Which allows for attributes specific to fantasy, sci-fi, cyberpunk or thriller settings.
- Small dice pools. No extensive finger counting, thanks to dice pools being between 3 and 7 dice.
Check out the Core Rules to learn more
The Shrouding
While the core rules try to stay completely setting neutral, "The Shrouding" extends them with a full fantasy world, additional character attributes, a magic system and five unique factions, so called "folks".