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Mythological Figures: Conan the Barbarian (5E)
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7762399" data-attributes="member: 6873517"><p>Here are some thoughts:</p><p></p><ul> <li data-xf-list-type="ul">Most casting classes would need to go. This is particularly true for attack cantrips. Furthermore, I'd likely make most casters Warlocks. A cantrip like Vicious Mockery fits fairly well and could likely be generalized to other effects, though. Warlocks do a good job of simulating many different kinds of magic but in a situation where it's fairly rare and limited. </li> <li data-xf-list-type="ul">Most, though not all, spells would need to be rituals and in general magic is a corrupting thing so there should be some notable cost to using magic. Reskinning goes a long way, though: So fireball might be something that happens due to Alchemy. </li> <li data-xf-list-type="ul">I'd seriously consider making most PC casters half caster types at best. </li> <li data-xf-list-type="ul">Fast travel and other "ignore the world" pretty much has to go. </li> <li data-xf-list-type="ul">I'd seriously consider using Sanity rules or some kind of Corruption points. </li> <li data-xf-list-type="ul">Most magic items would be McGuffins, not loot for the PCs. However, the upper tiers of gear would generally not be available broadly, so many foes would be working with weapons that do D6 and have ACs that are only middling. That would mean that the upper tier of mundane gear would be very valued by the PCs. </li> <li data-xf-list-type="ul">Fast healing is an issue and requires some thought. AIME allows for short rests but generally requires long rests to be done in a "sanctuary" and thus aren't typically available on an adventure. This really changes the feel in a gritty direction and makes hit dice super valuable. Hyborean Age might actually feel more reasonable with the "all better after a night's rest, especially if it involves shagging a hottie" though, but adventures should be written to press the PCs pretty hard and I'd overall be very wary of most fast healing, especially when controlled by the PCs. One way to allow it, though, would be via temporary hit points, which are limited due to not stacking and are, well, temporary. Thus a healing elixir of some sort that provides THP feels much more in genre. </li> <li data-xf-list-type="ul">Other folks have said you need a level cap. I don't agree with that but in general, most foes would be fairly weak because the big force multipliers in the form of area effect and other control magic will be limited and the campaign should focus on the lower to middle end of the power spectrum. People over on the AIME forum did some calculations and figured out that Gimli and Legolas work out pretty nicely as about 13th level warriors (aka fighters in AIME) based on their deeds in Helm's Deep. That feels like an appropriate upper end of action for a Hyborean game. If you want to challenge a really high level character, limiting rests would definitely help, though. </li> <li data-xf-list-type="ul">One idea from Modiphius Conan I think is pretty cool is to have gear be sacrificed to avoid a crit, possibly as a reaction. This helps generate the churn of gear that S&S or grittier type genres have, where shields get broken, swords get ruined parrying. It gives the PCs a bit more survivability and helps reinforce the genre. </li> <li data-xf-list-type="ul">5E, like all D&D, is very much built around niche protection and assumes a party of five. Hyborean type adventures tend to have more broadly competent PCs and fewer of them. I'd consider giving some extra feats of selected type. These would be Linguist, Skilled, etc., so not powerhouse type things but ones that reflect the fact that Hyborean characters become very broad from all their travels. </li> </ul></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7762399, member: 6873517"] Here are some thoughts: [LIST] [*]Most casting classes would need to go. This is particularly true for attack cantrips. Furthermore, I'd likely make most casters Warlocks. A cantrip like Vicious Mockery fits fairly well and could likely be generalized to other effects, though. Warlocks do a good job of simulating many different kinds of magic but in a situation where it's fairly rare and limited. [*]Most, though not all, spells would need to be rituals and in general magic is a corrupting thing so there should be some notable cost to using magic. Reskinning goes a long way, though: So fireball might be something that happens due to Alchemy. [*]I'd seriously consider making most PC casters half caster types at best. [*]Fast travel and other "ignore the world" pretty much has to go. [*]I'd seriously consider using Sanity rules or some kind of Corruption points. [*]Most magic items would be McGuffins, not loot for the PCs. However, the upper tiers of gear would generally not be available broadly, so many foes would be working with weapons that do D6 and have ACs that are only middling. That would mean that the upper tier of mundane gear would be very valued by the PCs. [*]Fast healing is an issue and requires some thought. AIME allows for short rests but generally requires long rests to be done in a "sanctuary" and thus aren't typically available on an adventure. This really changes the feel in a gritty direction and makes hit dice super valuable. Hyborean Age might actually feel more reasonable with the "all better after a night's rest, especially if it involves shagging a hottie" though, but adventures should be written to press the PCs pretty hard and I'd overall be very wary of most fast healing, especially when controlled by the PCs. One way to allow it, though, would be via temporary hit points, which are limited due to not stacking and are, well, temporary. Thus a healing elixir of some sort that provides THP feels much more in genre. [*]Other folks have said you need a level cap. I don't agree with that but in general, most foes would be fairly weak because the big force multipliers in the form of area effect and other control magic will be limited and the campaign should focus on the lower to middle end of the power spectrum. People over on the AIME forum did some calculations and figured out that Gimli and Legolas work out pretty nicely as about 13th level warriors (aka fighters in AIME) based on their deeds in Helm's Deep. That feels like an appropriate upper end of action for a Hyborean game. If you want to challenge a really high level character, limiting rests would definitely help, though. [*]One idea from Modiphius Conan I think is pretty cool is to have gear be sacrificed to avoid a crit, possibly as a reaction. This helps generate the churn of gear that S&S or grittier type genres have, where shields get broken, swords get ruined parrying. It gives the PCs a bit more survivability and helps reinforce the genre. [*]5E, like all D&D, is very much built around niche protection and assumes a party of five. Hyborean type adventures tend to have more broadly competent PCs and fewer of them. I'd consider giving some extra feats of selected type. These would be Linguist, Skilled, etc., so not powerhouse type things but ones that reflect the fact that Hyborean characters become very broad from all their travels. [/LIST] [/QUOTE]
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