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Conan Experiances

Stormborn

Explorer
A friend of mine has been dying to run a Conan campaign, even a short one, since the books came out. Now that my long running campaign is done we are going to give it a shot. Rolling up characters this weekend.

For those of you who have played or ran Conan, what were your experiances? What are the big differences in play between it and standard d20? What were your favorite parts? Least favorite?
 

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I'll be playing in said Conan campaign and would be really interested in hearing from anyone who's played a scholar (sorcerer), especially one starting at first level. I'm apprehensive about how useful a low level scholar will be, but I'm willing to give it a shot.
 

In the games I've played at first level we've not had a scholar character. Generally combat is more deadly and I found that it moved faster despite the apparently more complex rules, partly as there is less of the usual spellcasting going on compared to D&D and the prolonging effect of healing being used by one or both sides.

For campaigns it is perfectly possible for them to be very episodic like the stories, e.g. one week you can start and have first level characters, the next week there can be a period of time that's handwaved over and the characters are now say third level and in between have moved from Aquilonia to Hyrkania. Potentially the party composition could have changed.

If you wanted a location more suited to continued adventure it could be somewhere like the pictish frontier in Aquilonia or one of the other less settled and controlled regions. An alternative adventure hook could be as part of a pirate crew.
 

I have not actually played Conan d20 yet, but i fell in love with the rulebooks and have made a dozen characters to at least test that part of the system. Non magic-using classes are a breeze and are easy to work. Playing a scholar seems, to me anyway just from looking at the system and the source material, sort of difficult, at least in an adventuring party. I mean, it can be done, but they are not the DnD spellcasters, and never will be. Some of the most powerful spells are also very evil, and demonically powered. The magic system seems more skewered toward NPC's, although maybe that's just because that is how the original books were.

I would recommend Scrolls of Skelos for more magic options, or if you're really wanting to switch it up, incorporate Grim Tales magic, which is dangerous to cast and fits into the Conan genre, so long as the DM tweaks it some.

Aquilonia, and Beyond the Thunder River and the sourcebook on Nomads and Barbarians are all great accessories. Heck, they're all great, i love the Conan line.
 

The system's a deadlier and very good take on D20. Magic is appropriately corrupt and nasty. And you can't go wrong when the book's weapon illustrations are bloodstained. I can't reccommend it enough.
 

Jim Hague said:
The system's a deadlier and very good take on D20. Magic is appropriately corrupt and nasty. And you can't go wrong when the book's weapon illustrations are bloodstained. I can't reccommend it enough.

I can, though. It IS deadlier, but you can easily determine, mid-combat, if you need to disengage or not. And you will, often, when you know you probably otherwise wouldn't, and the GM counted on a rout on your part. But hey, that's the R in RPG.

I suggest it highly. A scholar, however, carries some baggage of morality and plot points that normal role-players might find confining. But, I am not one to dissuade you.

Play on!!!

...but think before you attack...
 

Correct me if i'm wrong, guys, but can't you Move before and After attacking in Conan, up to your base speed, as if you had the Spring Attack Feat? I think that is a nice addition to the rules and keeps things moving. There's no Spring Attack in the rules.
 

Drive your Enemies Before You

I have had the pleasure of running a series of Conan adventures.

If you are a fan of RE Howard you will love this game. I wont go into great detail about this, there are plenty of great reviews out there, but it hits the mark and is true to the author's vision if not the movie or comics. The world is rich and gritty, and that makes each tale one of high adventure.

The rules actually make the game more about the story and the character than a long term goal or the accumulation of wealth and plunder. Each story begins with a new set of gear, new curcimstances, new foes and new allies. The book gives an actual mechanic for blowing your cash on ale and dice. Cant beat that for a real Hyborean feel, eh?

magic is not everywere, nor is it beyond the pale. Still, this is a magical world, and the best foes for many a hero are those who can cast wicked black sorcery. I have yet to run a scholor, and would advise against it. This is a game for naked swords and pantheris reflexes. Leave your mage book at the door, thank you.

Combat is more lethal, and hit dice are maxed at ten. STill, you have a little room for manouver. because of the max damage thereshold being 20, a lot of players found themselves tooling to get that heavy damage character. Also, one clunky mechanic lies in the way parry and dodge defense function in terms of racial favored classes etc. In the end, some races had a favored class that did not work well with thier other benefits. You will have far more cimmerian barbarians than Nordhiem.

But that is a minor complaint. The game breathes of the heady fumes of the purple lutos, reeks of the smells of Shadisar and Messantia. Give it a try, it will, I repeat, WILL meet your expectations, and if your a RE Howard fan, it will make you smile and lift a beer for the man from Corss Plains Texas.

Amalric
 



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