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Can someone explain Magic to me from 2d20 Conan by Modiphius Entertainment like I am 5 years old?
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<blockquote data-quote="Grendel_Khan" data-source="post: 8602174" data-attributes="member: 7028554"><p>My GM disagrees with me, but I love how Conan-like and flavorful sorcery is in that system, and yet I think it's really more of an NPC thing. (He likes to point out that NPCs are, strictly speaking, built different from PCs, so you'd sidestep a lot of what's in the rules)</p><p></p><p>But one thing to keep in mind is that with just a few spells you can come up with a wide range of different effects. They aren't one-and-done, single-effect spells like in a lot of games. Plus you can often do things to get extra successes, like burning a point of Fortune (that's two successes right there), buying dice with Doom, etc.</p><p></p><p>However, you start with maybe one or two spells, and have to work very very hard to get more. It's not a character path for the faint of heart, or for a campaign/group that focuses on optimized play. In a sense, you're putting a lot of points and effort into access that part of the supernatural at all, something that's very off-limits in the Conan setting. Some GMs will make that more than worth it, from a narrative perspective. But if all it means is you're hitting endless numbers of guys with a spell instead of a sword, I wouldn't recommend it.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 8602174, member: 7028554"] My GM disagrees with me, but I love how Conan-like and flavorful sorcery is in that system, and yet I think it's really more of an NPC thing. (He likes to point out that NPCs are, strictly speaking, built different from PCs, so you'd sidestep a lot of what's in the rules) But one thing to keep in mind is that with just a few spells you can come up with a wide range of different effects. They aren't one-and-done, single-effect spells like in a lot of games. Plus you can often do things to get extra successes, like burning a point of Fortune (that's two successes right there), buying dice with Doom, etc. However, you start with maybe one or two spells, and have to work very very hard to get more. It's not a character path for the faint of heart, or for a campaign/group that focuses on optimized play. In a sense, you're putting a lot of points and effort into access that part of the supernatural at all, something that's very off-limits in the Conan setting. Some GMs will make that more than worth it, from a narrative perspective. But if all it means is you're hitting endless numbers of guys with a spell instead of a sword, I wouldn't recommend it. [/QUOTE]
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Can someone explain Magic to me from 2d20 Conan by Modiphius Entertainment like I am 5 years old?
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