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Conan 2nd Edition
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<blockquote data-quote="Malcadon" data-source="post: 3852677" data-attributes="member: 56596"><p>I recently got my copy to. I got my 1st ed. book back in 03. When I first saw this game, I was like "Oh WOW! After I got this game, I use the rules in my D&D games and I found it works way better! The funny thing about the new book is that, because its now in B&W with a lot of black. When I open it up at the game table, the overhead lights make it glow with a purple haze (like witch's fire)! It looks so vary cool!</p><p></p><p>If you have never seen any of the Conan books, then your in for a treat. With a dedicated and talented staff of fans, this game is vary true the the classic Robert E. Howard yarns (stories). This game uses the 3.5 system, but is retooled for low-magic, pulp-action, sword & sorcery adventures. The games has dozens of human races (based largely on real world cultures from ancient times), some vary cool and flavourful classes not found in D&D (nobles, nomads, pirates, temptresses and so on), a combat system different from D&D (dodge/parry defense, armor DR combat maneuvers, initiative is a Ref throw), and the biggest change is the way magic works. You do not use spells like in D&D. Spells are grouped in to styles (nature, necromancy, summoning and so forth) that you learn and includes a basic spell. You also gain advanced spells like feats, in that they have requirements (the basic spell, other spells, skills (usually knowledge), and some times feats). Other sorcererus rules includes animal/human sacrifice, corruption, obsessions, war of the souls, and other rules to add flavour to the game (its like Book of Vile Darkness but better). The Scholar class is a catch-all for any type of cleric or spell-user (the funny thing is that a Scholar can go to level 20 without ever learning a single spell). You will not find any alignment in this game, instead you will find Allegiance, Codes of Honor, and Reputation. The game has good tips that a GM would find useful even for D&D.</p><p></p><p>The setting itself, is vary rich! If you like the setting, then the Road of Kings (1st ed.) and the up and coming Return to the Road of Kings (2nd ed.) are both worth the buy! (Im still waiting for RttRoK). The quality & details of RoK is the richest I have ever seen in any campaign source book. The Scrolls of Seklos (and the up and coming Secrets of Seklos) adds lots the the sorcery of the game. </p><p></p><p>This is a game is vary violent and sexual, but it never seem gratuitous. Its just mature that way. If you want a color version that is easier to read, then I recommend you find a copy of the old Atlantean edition (revised 1st ed.) rulebook. It not as big as 2nd ed., but it looks better and its in color, but cost $50!!! (making the 2nd ed in B&W was to cut down on cost or it might have been $60 - $70!!!!!)</p></blockquote><p></p>
[QUOTE="Malcadon, post: 3852677, member: 56596"] I recently got my copy to. I got my 1st ed. book back in 03. When I first saw this game, I was like "Oh WOW! After I got this game, I use the rules in my D&D games and I found it works way better! The funny thing about the new book is that, because its now in B&W with a lot of black. When I open it up at the game table, the overhead lights make it glow with a purple haze (like witch's fire)! It looks so vary cool! If you have never seen any of the Conan books, then your in for a treat. With a dedicated and talented staff of fans, this game is vary true the the classic Robert E. Howard yarns (stories). This game uses the 3.5 system, but is retooled for low-magic, pulp-action, sword & sorcery adventures. The games has dozens of human races (based largely on real world cultures from ancient times), some vary cool and flavourful classes not found in D&D (nobles, nomads, pirates, temptresses and so on), a combat system different from D&D (dodge/parry defense, armor DR combat maneuvers, initiative is a Ref throw), and the biggest change is the way magic works. You do not use spells like in D&D. Spells are grouped in to styles (nature, necromancy, summoning and so forth) that you learn and includes a basic spell. You also gain advanced spells like feats, in that they have requirements (the basic spell, other spells, skills (usually knowledge), and some times feats). Other sorcererus rules includes animal/human sacrifice, corruption, obsessions, war of the souls, and other rules to add flavour to the game (its like Book of Vile Darkness but better). The Scholar class is a catch-all for any type of cleric or spell-user (the funny thing is that a Scholar can go to level 20 without ever learning a single spell). You will not find any alignment in this game, instead you will find Allegiance, Codes of Honor, and Reputation. The game has good tips that a GM would find useful even for D&D. The setting itself, is vary rich! If you like the setting, then the Road of Kings (1st ed.) and the up and coming Return to the Road of Kings (2nd ed.) are both worth the buy! (Im still waiting for RttRoK). The quality & details of RoK is the richest I have ever seen in any campaign source book. The Scrolls of Seklos (and the up and coming Secrets of Seklos) adds lots the the sorcery of the game. This is a game is vary violent and sexual, but it never seem gratuitous. Its just mature that way. If you want a color version that is easier to read, then I recommend you find a copy of the old Atlantean edition (revised 1st ed.) rulebook. It not as big as 2nd ed., but it looks better and its in color, but cost $50!!! (making the 2nd ed in B&W was to cut down on cost or it might have been $60 - $70!!!!!) [/QUOTE]
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