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<blockquote data-quote="Water Bob" data-source="post: 6019525" data-attributes="member: 92305"><p><span style="color: #0000ff"><strong>DYNAMIC COMBAT!</strong></span></p><p></p><p></p><p></p><p>Combat in the Conan RPG can be more fun than combat in any other d20 based game. Where many have said that D&D is a magic-centric game, the Conan RPG can be a warrior focussed game (just look at the character classes!) if you play with all the game's bells and whistles.</p><p></p><p>Let's look at a sampling. Going into a combat scenario, what options does a 1st level character have?</p><p></p><p><em>(All references are to the 2E Core rulebook.)</em></p><p></p><p>A <span style="color: #008000">Feint</span> can be attempted, using the Bluff skill. Pg. 93. See also pg. 207.</p><p></p><p>A character can use a standard action to try and intimidate a foe using the <span style="color: #008000">Demoralize Other</span> function of the Intimidate skill. Pg. 107.</p><p></p><p><span style="color: #008000">Shields</span> are used defensively, to boost AC, and as weapons. All shields are stated both ways. Pg. 159.</p><p></p><p>Choice of weapon can heavily influence combat technique: Pros and Cons of Thrown or missle weapons vs. melee weapons. Reach weapons vs. weapons with standard 5' threat range. One handed vs. two handed weapons. One weapon fighting vs. two weapon fighting. Standard attack vs. Full Attack.</p><p></p><p>There are two forms of defense to choose from: <span style="color: #008000">Parry Defense</span> and <span style="color: #008000">Dodge Defense</span>. Pg. 170.</p><p></p><p>There are two basic forms of attack to choose from: Standard <span style="color: #008000">brute force based attacks</span> and <span style="color: #008000">Finesse fighting</span>. Pg. 171.</p><p></p><p>A character using the Dodge defense who is <span style="color: #008000">crowded on all sides</span> takes a -2 penalty to his AC. Pg. 173.</p><p></p><p>When attack roll equals Parry Defense exactly, the <span style="color: #008000">Weapon Breakage</span> rule kicks in to replace the successful hit as if the attacker had just made a successful sunder attack. Damage is placed on the defender's weapon or shield instead of reducing the defender's hit points. This makes the Dodge defense easier on equipment and allows equipment to deteriorate from use. Pg. 174.</p><p></p><p>The <span style="color: #008000">Weapon Length</span> rule gives an advantage to a character using a bigger, longer weapon than his foe. For example, a character armed with a dagger would have a -2 penalty placed on his Parry defense if facing a foe using a two-handed greatsword. Likewise, the foe with the greatsword would benefit from a +2 bonus to his Parry defense when defending himself from the dagger wielder. This rule encourages the use of Dodge--jumping out of the way of that greatsword rather than Parrying it with a dagger! Pg. 174.</p><p></p><p><span style="color: #008000">Armor</span> reduces damage. It doesn't make a character harder to hit. Weapons have an <span style="color: #008000">Armor Piercing</span> score, which is usually increased by a character's STR rating. This represents a character's ability to punch through armor. Pg. 178.</p><p></p><p>Armor can be damaged in melee. See the Armor damage and repair rule. Pg. 179.</p><p></p><p>The <span style="color: #008000">Fighting Defensively</span> rule is one that should be used often in this most dangerous game. In effect, a character takes a -4 on his attack in order to benefit from a +2 bonus to the character's defense. Pg. 184.</p><p></p><p>The <span style="color: #008000">Fighting On The Run</span> rule allows a character to move, attack, and then finish his movement, promoting some interesting tactical movement choices. Pg. 184.</p><p></p><p><span style="color: #008000">Total Defense</span> is a rule that allows a character to spend his Standard Action defending himself only, instead of attacking and defending. The character benefits by getting a +4 bonus to his defense. Pg. 185.</p><p></p><p><span style="color: #008000">Withdraw</span> is a way to attempt to disengage from melee and move more than 5 feet without earning an Attack of Opportunity from your enemy. Pg. 187.</p><p></p><p>Characters who have 1 HP or more are considered fully capable. Characters at 0 HP are Staggered. Characters at -1 HP or below are immobile and dying. Characters at -10 HP are dead. Pg. 191.</p><p></p><p>There are two types of damage, <span style="color: #008000">lethal </span>and <span style="color: #008000">non-lethal</span>. Pg. 192.</p><p></p><p><span style="color: #008000">Cover</span>, especially for ranged combatants, can improve defense with a +4 bonus. Pg. 196.</p><p></p><p><span style="color: #008000">Flanking</span> an enemy nets the flankers a +2 bonus to hit. Pg. 198.</p><p></p><p><span style="color: #008000">Helpless defenders</span> can be attacked with a regular attack or a coup de grace. Pg. 198.</p><p></p><p><span style="color: #008000">Multiple opponents</span> will gain ever increasing bonuses to attack the single foe that they encircle. Pg. 202.</p><p></p><p><span style="color: #008000">Fighting with two weapons</span>, one in each hand, is a deadly combat technique, and in the Conan RPG, the rules are kinder to this fighting style than in most other d20 games. Pg. 203.</p><p></p><p>The <span style="color: #008000">Aid Another</span> rule can be used in combat. Pg. 204.</p><p></p><p>Those using missile weapons will gain a +2 attack bonus if the characters first spends a round to <span style="color: #008000">aim</span>. Pg. 204.</p><p></p><p>If the goal is to push an enemy back a distance or knock him down, use the <span style="color: #008000">Bull Rush</span> combat maneuver. Pg. 204.</p><p></p><p>The <span style="color: #008000">Charge</span> is a favored, standard combat maneuver. Pg. 204.</p><p></p><p>When the attack throw is less than half a target's Dodge defense, the target is allowed an immediate, free action to move 5 feet in any direction the target (with a DEX 13+) desires. The <span style="color: #008000">Dance Aside</span> rule can sometimes make for some interesting tactical movement decisions. Pg. 205.</p><p></p><p>The <span style="color: #008000">Delay</span> action allows a character to lower his initiative score. Pg. 205.</p><p></p><p>In the right situation, with the right objects within reach, the <span style="color: #008000">Improvised Attack</span> combat maneuver can give characters who have STR 13+ and DEX 13+ an extra attack during the round. Pg. 208.</p><p></p><p>The <span style="color: #008000">Lock Weapons</span> rule gives both the attacker and defender a choice to lock weapons whenever the attack throw exactly equals the Parry defense. Both the attacker and defender have to decline to use the maneuver in order for this rule to be ignored. If either, or both, the attacker and defender want to use the rule, then the Lock Weapons attempt is played out. Also see the Weapon Breakage rule, above. Pg. 209. </p><p></p><p>The <span style="color: #008000">Ready</span> action allows a character to trigger his action to some special event later in the round (like aiming at a doorway and firing your crossbow at the first creature through the door). Pg. 210.</p><p></p><p>If caught on the ground, the <span style="color: #008000">Roll</span> maneuver allows a character to avoid standard prone penalties. Pg. 210.</p><p></p><p>Characters can take advantage of their skills and the combat terrain with the <span style="color: #408000">Use the Battlefield</span> maneuver. In the most recent Conan movie, Conan runs up to a foe, jumps, then springs off a column with his feet, to come down swinging on his foe from above. A successful skill check would give Conan a +2 bonus on this creative attack. Jumping off a balcony, grabbing a chandelier, and dropping on an opponent would use this rule (and a couple skill checks). Pg. 212.</p><p></p><p></p><p></p><p>Now, that is A LOT OF CHOICES! And all 1st level characters can mix and match any of these maneuvers to gain their best tactical advantaged. And...I haven't even named them all! I left out all the stuff that you can do that allows your target an Attack Of Opportunity against you (like a Sunder or a Trip). I also left out special maneuvers that require Feats. I didn't touch special class abilities or sorcery, either.</p><p></p><p>COMBINE all of this stuff (after a fairly hefty learning curve, albeit), and what do you get?</p><p></p><p>Exciting, intricate combat encounters that transcend the traditional you-go-I-go aspect of many d20 combat encounters. Add in rules from other Conan sources, like the various unarmed combat strikes from the Barbaric Warrior book, and combat becomes even more rich.</p><p></p><p>Your Conan combats will go from the dull to the amazing, as seen in the video below, if you learn to use all of these choices in your game.</p><p></p><p>Your Conan combats can look and feel like this---></p><p></p><p><a href="http://youtu.be/_b6got4G4Ys" target="_blank"><span style="color: #0000ff">AWESOME COMBAT SCENE FROM THE FILM "CENTURION"</span></a></p></blockquote><p></p>
[QUOTE="Water Bob, post: 6019525, member: 92305"] [COLOR=#0000ff][B]DYNAMIC COMBAT![/B][/COLOR] Combat in the Conan RPG can be more fun than combat in any other d20 based game. Where many have said that D&D is a magic-centric game, the Conan RPG can be a warrior focussed game (just look at the character classes!) if you play with all the game's bells and whistles. Let's look at a sampling. Going into a combat scenario, what options does a 1st level character have? [I](All references are to the 2E Core rulebook.)[/I] A [COLOR=#008000]Feint[/COLOR] can be attempted, using the Bluff skill. Pg. 93. See also pg. 207. A character can use a standard action to try and intimidate a foe using the [COLOR=#008000]Demoralize Other[/COLOR] function of the Intimidate skill. Pg. 107. [COLOR=#008000]Shields[/COLOR] are used defensively, to boost AC, and as weapons. All shields are stated both ways. Pg. 159. Choice of weapon can heavily influence combat technique: Pros and Cons of Thrown or missle weapons vs. melee weapons. Reach weapons vs. weapons with standard 5' threat range. One handed vs. two handed weapons. One weapon fighting vs. two weapon fighting. Standard attack vs. Full Attack. There are two forms of defense to choose from: [COLOR=#008000]Parry Defense[/COLOR] and [COLOR=#008000]Dodge Defense[/COLOR]. Pg. 170. There are two basic forms of attack to choose from: Standard [COLOR=#008000]brute force based attacks[/COLOR] and [COLOR=#008000]Finesse fighting[/COLOR]. Pg. 171. A character using the Dodge defense who is [COLOR=#008000]crowded on all sides[/COLOR] takes a -2 penalty to his AC. Pg. 173. When attack roll equals Parry Defense exactly, the [COLOR=#008000]Weapon Breakage[/COLOR] rule kicks in to replace the successful hit as if the attacker had just made a successful sunder attack. Damage is placed on the defender's weapon or shield instead of reducing the defender's hit points. This makes the Dodge defense easier on equipment and allows equipment to deteriorate from use. Pg. 174. The [COLOR=#008000]Weapon Length[/COLOR] rule gives an advantage to a character using a bigger, longer weapon than his foe. For example, a character armed with a dagger would have a -2 penalty placed on his Parry defense if facing a foe using a two-handed greatsword. Likewise, the foe with the greatsword would benefit from a +2 bonus to his Parry defense when defending himself from the dagger wielder. This rule encourages the use of Dodge--jumping out of the way of that greatsword rather than Parrying it with a dagger! Pg. 174. [COLOR=#008000]Armor[/COLOR] reduces damage. It doesn't make a character harder to hit. Weapons have an [COLOR=#008000]Armor Piercing[/COLOR] score, which is usually increased by a character's STR rating. This represents a character's ability to punch through armor. Pg. 178. Armor can be damaged in melee. See the Armor damage and repair rule. Pg. 179. The [COLOR=#008000]Fighting Defensively[/COLOR] rule is one that should be used often in this most dangerous game. In effect, a character takes a -4 on his attack in order to benefit from a +2 bonus to the character's defense. Pg. 184. The [COLOR=#008000]Fighting On The Run[/COLOR] rule allows a character to move, attack, and then finish his movement, promoting some interesting tactical movement choices. Pg. 184. [COLOR=#008000]Total Defense[/COLOR] is a rule that allows a character to spend his Standard Action defending himself only, instead of attacking and defending. The character benefits by getting a +4 bonus to his defense. Pg. 185. [COLOR=#008000]Withdraw[/COLOR] is a way to attempt to disengage from melee and move more than 5 feet without earning an Attack of Opportunity from your enemy. Pg. 187. Characters who have 1 HP or more are considered fully capable. Characters at 0 HP are Staggered. Characters at -1 HP or below are immobile and dying. Characters at -10 HP are dead. Pg. 191. There are two types of damage, [COLOR=#008000]lethal [/COLOR]and [COLOR=#008000]non-lethal[/COLOR]. Pg. 192. [COLOR=#008000]Cover[/COLOR], especially for ranged combatants, can improve defense with a +4 bonus. Pg. 196. [COLOR=#008000]Flanking[/COLOR] an enemy nets the flankers a +2 bonus to hit. Pg. 198. [COLOR=#008000]Helpless defenders[/COLOR] can be attacked with a regular attack or a coup de grace. Pg. 198. [COLOR=#008000]Multiple opponents[/COLOR] will gain ever increasing bonuses to attack the single foe that they encircle. Pg. 202. [COLOR=#008000]Fighting with two weapons[/COLOR], one in each hand, is a deadly combat technique, and in the Conan RPG, the rules are kinder to this fighting style than in most other d20 games. Pg. 203. The [COLOR=#008000]Aid Another[/COLOR] rule can be used in combat. Pg. 204. Those using missile weapons will gain a +2 attack bonus if the characters first spends a round to [COLOR=#008000]aim[/COLOR]. Pg. 204. If the goal is to push an enemy back a distance or knock him down, use the [COLOR=#008000]Bull Rush[/COLOR] combat maneuver. Pg. 204. The [COLOR=#008000]Charge[/COLOR] is a favored, standard combat maneuver. Pg. 204. When the attack throw is less than half a target's Dodge defense, the target is allowed an immediate, free action to move 5 feet in any direction the target (with a DEX 13+) desires. The [COLOR=#008000]Dance Aside[/COLOR] rule can sometimes make for some interesting tactical movement decisions. Pg. 205. The [COLOR=#008000]Delay[/COLOR] action allows a character to lower his initiative score. Pg. 205. In the right situation, with the right objects within reach, the [COLOR=#008000]Improvised Attack[/COLOR] combat maneuver can give characters who have STR 13+ and DEX 13+ an extra attack during the round. Pg. 208. The [COLOR=#008000]Lock Weapons[/COLOR] rule gives both the attacker and defender a choice to lock weapons whenever the attack throw exactly equals the Parry defense. Both the attacker and defender have to decline to use the maneuver in order for this rule to be ignored. If either, or both, the attacker and defender want to use the rule, then the Lock Weapons attempt is played out. Also see the Weapon Breakage rule, above. Pg. 209. The [COLOR=#008000]Ready[/COLOR] action allows a character to trigger his action to some special event later in the round (like aiming at a doorway and firing your crossbow at the first creature through the door). Pg. 210. If caught on the ground, the [COLOR=#008000]Roll[/COLOR] maneuver allows a character to avoid standard prone penalties. Pg. 210. Characters can take advantage of their skills and the combat terrain with the [COLOR=#408000]Use the Battlefield[/COLOR] maneuver. In the most recent Conan movie, Conan runs up to a foe, jumps, then springs off a column with his feet, to come down swinging on his foe from above. A successful skill check would give Conan a +2 bonus on this creative attack. Jumping off a balcony, grabbing a chandelier, and dropping on an opponent would use this rule (and a couple skill checks). Pg. 212. Now, that is A LOT OF CHOICES! And all 1st level characters can mix and match any of these maneuvers to gain their best tactical advantaged. And...I haven't even named them all! I left out all the stuff that you can do that allows your target an Attack Of Opportunity against you (like a Sunder or a Trip). I also left out special maneuvers that require Feats. I didn't touch special class abilities or sorcery, either. COMBINE all of this stuff (after a fairly hefty learning curve, albeit), and what do you get? Exciting, intricate combat encounters that transcend the traditional you-go-I-go aspect of many d20 combat encounters. Add in rules from other Conan sources, like the various unarmed combat strikes from the Barbaric Warrior book, and combat becomes even more rich. Your Conan combats will go from the dull to the amazing, as seen in the video below, if you learn to use all of these choices in your game. Your Conan combats can look and feel like this---> [URL="http://youtu.be/_b6got4G4Ys"][COLOR=#0000ff]AWESOME COMBAT SCENE FROM THE FILM "CENTURION"[/COLOR][/URL] [/QUOTE]
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