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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="Bacon Bits" data-source="post: 8602470" data-attributes="member: 6777737"><p>Yeah, it's super, <em>super</em> unclear. Conan 2d20 is many things -- most of them pretty cool -- but it is not a well-organized book, the rules are not very clear in general, and the magic rules in particular are contradictory all over the place. It's really pretty bad. The game desperately needs a revised edition.</p><p></p><p>First, go <a href="https://forums.modiphius.com/t/unofficial-rules-faq-sorcery-cheat-sheet-and-big-list-of-links/741" target="_blank">the Modipheus forums and look at the FAQs there</a>. You'll want both the <a href="https://docs.google.com/document/d/1DB4oTJTcmPQaVD36bbZaZZrvftoxnkEkZ9kAABnf8TA/edit?usp=sharing" target="_blank">Conan Rules FAQ</a> and the <a href="https://docs.google.com/document/d/1d-KGBSFeJpMPV0ONeCqdwIFkaGC3KcT8zEqu0JsjBcQ/edit?usp=sharing" target="_blank">Sorcery Cheat Sheet</a>. David Thomas is the author of the system, so this is getting two documents from the game's designer.</p><p></p><p>There's also this <a href="https://docs.google.com/document/d/1K0yUKlg1EYugfKZSWLaJk2Pav_qm_qm_2uXuD_Dkt6o/edit?usp=sharing" target="_blank">older Sorcery FAQ</a>, which is sometimes useful as another opinion. David wrote this one as well, but it's a bit older.</p><p></p><p>This section from the Cheat Sheet describes learning sorcery:</p><p></p><p></p><p></p><p>If you want a PC to be a spellcaster, you probably need to use the "Weed of Sorcery" rules (p44 of the Adventures in the Age Undreamed of book, aka, the core book the GM has). It basically lets the player force caster options during chargen, but that's basically required to actually get a <em>playable</em> sorcerer. That said, sorcerers are <em>very</em> potent. Dismember can easily kill most NPCs, and then the resulting grisly explosion of gore will make the rest give up. It's basically a fireball.</p><p></p><p>My sorcerer never knew more than 2 spells: Dismember and Enslave (yeah, he was not a nice guy). I also had one Petty Enchantment as well (Blinding Powder I think) but remember that you can attempt <em>any</em> petty enchantment with a difficulty D0 with Alchemy. I also took Mesmer from Book of Skelos, as that gives you something to do that doesn't require resolve. This all cost my character 4 permanent Resolve. 2 for pact and 1 for each of the spells. I started out with 12 Personality and 12 Willpower. GM didn't allow Ancient Bloodline. I still had 7 Resolve to play with.</p><p></p><p>You want a <em>lot</em> of Resolve, so you should invest in Discipline and Discipline Talents. I then aimed to get the Jaded talent in Discipline. Also, don't forget that the Recover action (p116) allows you to spend your turn recovering spent Resolve. This means in combat when you want to cast a spell you Focus minor then Cast on the first turn, then the next turn you Recover to get your Resolve back. Then you can cast again. However, in my experience, you usually only needed one spell and you could then just use Displays the rest of combat. Sorcerous Might is really good.</p><p></p><p>The real dificulty is determining the exact trappings of your power, and then letting the GM determine if you can use the spell or not. In my case, Dismember was releasing a jinn that had been trapped inside me to destroy things. Enslave was sending the jinn to take control of another's body. The spells here are very open ended by design.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8602470, member: 6777737"] Yeah, it's super, [I]super[/I] unclear. Conan 2d20 is many things -- most of them pretty cool -- but it is not a well-organized book, the rules are not very clear in general, and the magic rules in particular are contradictory all over the place. It's really pretty bad. The game desperately needs a revised edition. First, go [URL='https://forums.modiphius.com/t/unofficial-rules-faq-sorcery-cheat-sheet-and-big-list-of-links/741']the Modipheus forums and look at the FAQs there[/URL]. You'll want both the [URL='https://docs.google.com/document/d/1DB4oTJTcmPQaVD36bbZaZZrvftoxnkEkZ9kAABnf8TA/edit?usp=sharing']Conan Rules FAQ[/URL] and the [URL='https://docs.google.com/document/d/1d-KGBSFeJpMPV0ONeCqdwIFkaGC3KcT8zEqu0JsjBcQ/edit?usp=sharing']Sorcery Cheat Sheet[/URL]. David Thomas is the author of the system, so this is getting two documents from the game's designer. There's also this [URL='https://docs.google.com/document/d/1K0yUKlg1EYugfKZSWLaJk2Pav_qm_qm_2uXuD_Dkt6o/edit?usp=sharing']older Sorcery FAQ[/URL], which is sometimes useful as another opinion. David wrote this one as well, but it's a bit older. This section from the Cheat Sheet describes learning sorcery: If you want a PC to be a spellcaster, you probably need to use the "Weed of Sorcery" rules (p44 of the Adventures in the Age Undreamed of book, aka, the core book the GM has). It basically lets the player force caster options during chargen, but that's basically required to actually get a [I]playable[/I] sorcerer. That said, sorcerers are [I]very[/I] potent. Dismember can easily kill most NPCs, and then the resulting grisly explosion of gore will make the rest give up. It's basically a fireball. My sorcerer never knew more than 2 spells: Dismember and Enslave (yeah, he was not a nice guy). I also had one Petty Enchantment as well (Blinding Powder I think) but remember that you can attempt [I]any[/I] petty enchantment with a difficulty D0 with Alchemy. I also took Mesmer from Book of Skelos, as that gives you something to do that doesn't require resolve. This all cost my character 4 permanent Resolve. 2 for pact and 1 for each of the spells. I started out with 12 Personality and 12 Willpower. GM didn't allow Ancient Bloodline. I still had 7 Resolve to play with. You want a [I]lot[/I] of Resolve, so you should invest in Discipline and Discipline Talents. I then aimed to get the Jaded talent in Discipline. Also, don't forget that the Recover action (p116) allows you to spend your turn recovering spent Resolve. This means in combat when you want to cast a spell you Focus minor then Cast on the first turn, then the next turn you Recover to get your Resolve back. Then you can cast again. However, in my experience, you usually only needed one spell and you could then just use Displays the rest of combat. Sorcerous Might is really good. The real dificulty is determining the exact trappings of your power, and then letting the GM determine if you can use the spell or not. In my case, Dismember was releasing a jinn that had been trapped inside me to destroy things. Enslave was sending the jinn to take control of another's body. The spells here are very open ended by design. [/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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