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[CONAN] Have you played Conan? Would like to hear your thoughts.


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It boils down to the idea that a little change goes a long way. Conan presented too much change for fantasy gaming for our group. Really, d20 D&D does fantasy gaming very well. Conan would have done better for us had the game decided what few changes were really necessary to bring out the flavor of the genre and go with those. Making everything new & different was just too much for us.

If I were to run a Hyborian game, I would be more prone to do it with the basic d20 engine with a few changes to make it more like the novels.

The Hyborian Age presents rules alterations to standard d20 D&D to make things a bit more Conan-esque.

I would say that even though d20 Conan does change many rules the core remains the same and most rules changes are not so far removed from the SRD.

A deconstruction.

Character creation and advancement remains essentially the same. The minor alterations to ability score increases, hit point accrual and bonus feats are in place to make the character on relatively equal power with D&D counterparts of similar level in a setting where personal magical power, in the form of magic items and buffing spells, is not as common.

Races are all human variants. The only really different rule that is a function of race is the Favored Class mechanic which does more solidify the archetypes of the race than anything else.

Classes are different but very recognizable. Most are simply variants on the standard barbarian, fighter, ranger, and rogue. I would say 80% of the class features are identical or at least analogous to class features a D&D player would be familiar with. The biggest departures are the Scholar and the Temptress both of which are spell using classes and draw upon the heavily altered magic system.

Skills and Feats are no different in implementation than the SRD. There are some feats that have effects that interact with the alterations to Combat and Sorcery systems but feats are feats and skills are skills. There is no difference to how they are acquire, rated, or used.

Combat is the second most altered system after magic. The immediately notable differences are the loss of Armor Class and the inclusion of Damage Reduction as the benefit of armor. These changes do produce a cascade of changes mainly in the interpretation of how you are defending yourself (Dodging or Parrying) but also in the manner you attack an opponent. The definition of Finesse carries more weight than in D&D.

I think that most of these rules do serve to represent the feel on the genre and setting. Armor becomes important to combatants but not a must-have of the standard adventuring kit. This serves to preserve the 'sword-and-loincloth' feel so common to Howard's stories but still makes armor viable and useful.

Additionally combat has a variety of maneuvers available to give characters with the proper (and as I stated earlier sometimes punitive) prerequisites the option for some pretty Conan-esque options. Decapitate and To the Hilt come to mind.

These are just layers that overlay the standard rules. The armor and defense rules are a major departure, yes, but the remainder of the rules (actions, movement, grappling, attacks of opportunity, etc.) are all derived from and identical to the SRD.

Magic is the major change in Conan and is no where near the Vancian system of D&D. I won't go into too much detail but sufficed to say sorcerers are no longer mobile heavy weapon platforms and bottomless utility kits. I think of all the new rules the Sorcery chapter is the best representative of the Hyborian age.

One of the major issues with Sorcery and the spell-using Scholar is that it is not as viable a player character in the beginning. The spell selection is woefully limited and usually serves only as a minor buff/debuff or other low grade interferences. Non-combat magic is more useful and powerful but separates the sorcerous character from the action of the other characters. Alchemical preparations do a bit to level the field but they are notoriously expensive to prepare and sometimes a bit harsh in their consequences to the target, many being save or die essentially.

If one wishes to play a spell-caster than it is important to be prepared for a long laborious road to power OR take the path of the multi-class dabbler and use sorcerous magic as an augment rather than a focus. I find both of these options to be well reflective of Howard's writing.

All in all I don't think that d20 Conan is as much a departure from standard d20 as other game. While not as recognizable as something like Midnight or the aforementioned Omega World it is still closer than True20, Mutants & Masterminds, or Spycraft. And yes the last two represent very different genres but when the fantasy books for either arrive they are going to look a lot different than D&D, I would imagine.

Ultimately my point is that the system mastery issue of d20 Conan is not nearly as prevalent to my eyes as others might suggest. The minor sub-system changes to combat are, IMO, a better representation of Howard's writing and the magic system can be easily reserved for NPCs, and in some campaigns should be, if the GM is going for the freebooting rogue theme so common to the stories of Conan and the Hyborian Age.
 

Combat is the second most altered system after magic. The immediately notable differences are the loss of Armor Class and the inclusion of Damage Reduction as the benefit of armor. These changes do produce a cascade of changes mainly in the interpretation of how you are defending yourself (Dodging or Parrying) but also in the manner you attack an opponent. The definition of Finesse carries more weight than in D&D.

Is there a method to bypass armor?

I think that most of these rules do serve to represent the feel on the genre and setting. Armor becomes important to combatants but not a must-have of the standard adventuring kit. This serves to preserve the 'sword-and-loincloth' feel so common to Howard's stories but still makes armor viable and useful.

It's funny, I just re-read two collections of the early Conan stories, and he seemed to wear armor in most of the fights, somewhat to my surprise. In fact they seemed a lot more realistic than most of the modern fantasy I've read. I thought maybe the sword and loincloth stuff came from the comic books or later stories by other people.

Highly reccomend those early Conan stories to any gamer, btw.

Additionally combat has a variety of maneuvers available to give characters with the proper (and as I stated earlier sometimes punitive) prerequisites the option for some pretty Conan-esque options. Decapitate and To the Hilt come to mind.

Good evocative names there :)

BD
 

Is there a method to bypass armor?

Yes there are two main methods to bypass or diminish armor.

All weapons have an Armor Penetration rating. This ranges from 1 (dagger) to 8 (pole-axe). The wielder adds their strength bonus to this. The final number is compared to the DR provided by the target's armor which ranges from 3 (quilted jerkin) to 12 (plate mail and great helm). If the AP rating exceeds the DR the DR is halved.

Additionally whenever an armor wearer suffers a blow that deals 20 or more damage their DR is reduced by 1d4 to represent damage to the armor from such a mighty blow. My own houserule has DR being reduced by 1 everytime armor is penetrated.

Some weapons, mainly primitive stone weapons and bare fists, cannot penetrate armor at all and even have a chance of breaking against heavily armored foes.

The other method of bypassing armor is Finesse. D20 Conan veers from the SRD in this respect as all combatants are capable of attacking with their Dexterity bonus instead of their Strength bonus with a selection of weapons. This is mainly light weapons but also includes spears and some some swords when wielded two-handed.

Finesse attacks are resolved by adding the targets DR to their Defense, whether Dodge or Parry. An attack roll that succeeds against this target number completely ignores DR. An attack that hit the standard defense but does not breach the DR addition is reduced by the DR as normal. Since most finesse weapons have pretty low APs and damages and finesse attacks don't receive a Strength bonus to AP they generally don't do much damage without bypassing DR.

Notable in this regarding monsters is that DR is not separated in to an armor/supernatural immunity division. Most creatures with weapon immunity have DR of total/silver or magic.

It's funny, I just re-read two collections of the early Conan stories, and he seemed to wear armor in most of the fights, somewhat to my surprise. In fact they seemed a lot more realistic than most of the modern fantasy I've read. I thought maybe the sword and loincloth stuff came from the comic books or later stories by other people.

Highly reccomend those early Conan stories to any gamer, btw.

There's a brief section in the Campaigns section of the book about how characters could or should be armed and armored at the beginning of adventures. Mainly it is a statement on how equipment does not make the adventurer. And I agree with that whole-heartedly. Anyway in the examples provided they show Conan to be lightly armed and armored most of the time although he definitely girds up when battle is afoot.

There was something that I was reading a while ago about armor that essentially stated wearing anything but the lightest of armors unless you know you are headed for a fight is impractical and uncomfortable. This isn't really reflected in most games rules and honestly since most adventuring involves lots of battles that is reasonable. What I do like about the Conan system is that characters can be viable combatants even when caught unawares or in situations where armor is implausible. Obviously armor is always a boon but making it a requirement detracts from some scenarios. Pirates in heavy armor. BS I say. ;)

Anyway, no system is perfect but I think d20 Conan did a nice job of making many of the genre conventions viable without deviating too much from the rules in the SRD.

Good evocative names there :)

The maneuvers are definitely a high point of the game. They give the players options beyond just attacking and evoke some of the scenes from classic S&S literature. My only problem with them is that they sometimes have very punitive and lengthy prerequisites. I've taken to reducing most of these in my own games just so players can get some arse-kicking heroism going on without having to be so built.
 

The maneuvers are definitely a high point of the game. They give the players options beyond just attacking and evoke some of the scenes from classic S&S literature..

I wholeheartedly agree. And, I think the more specific versions of the maneuvers, with prereqs and such, is much more interesting and fun than going with a generic Combat Maneuver number like is used in Pathfinder.
 

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