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CONAN LIVES! Info on the new Conan RPG
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<blockquote data-quote="Water Bob" data-source="post: 6685164" data-attributes="member: 92305"><p>I think he's talking about the non-traditional dicing system. 2d20 doesn't use the full range of the d20, counting successes on multiple dice (and even more than one success on a single die), with the ability to add more dice at the expense of Threat Points that are used by the GM. It's pretty wacky and gimmicky, in my opinion, but I've seen games like that before. I can't remember the title (was it Decipher Star Trek? Or, the short lived Chronicles of the Imperium Dune game? I can't remember. Maybe neither of those.), but I've seen a "count the successes" game using a handfull of d6 before. There's a neat d20 based combat system for 3.5 d20 games that uses up to 4 d20 for attacks and defense rolls--where you use the highest die. And, lots of game uses "Hero Points" or "Fate Points" (as in the Mongoose Conan game) to change aspects of the rolls (the thing is, with those uses, they aren't meta-game).</p><p></p><p></p><p></p><p>As I said earlier, Threat Points would work if you could find a way to use them (1) on the character that generated them (2) when the character generated them. The problem is, that would really punish heroics because you could expect something to go wrong or enemies to get tougher right then.</p><p></p><p>What if you had a Critical Fumble rule, and made it where Threat Points were not automatic. If a character tries to do something heroic, he just risks rolling Threat--he doesn't automatically get it. And, if Threat comes up, the the GM spends it right then on his enemy or whatever task the character is trying to do.</p><p></p><p>If the character is opening a lock and generates Threat, then the GM can use it to activate the poison needle trap. Otherwise, failure on the task says the trap isn't sprung.</p><p></p><p>If the character is fighting an enemy and generates Threat, then the GM can use the Threat to give the enemy a special extra attack, better defense, special maneuver (like a disarm attempt), or create some problem for the character, like loose footing where he has to make a check or fall.</p><p></p><p>Do something like that, and you've taken the meta-game aspects out of the Threat rule AND it makes a lot more sense.</p><p></p><p></p><p></p><p></p><p>As you have Threat now, it punishes heroics, and it punishes the entire party for what could be one person's heroics.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6685164, member: 92305"] I think he's talking about the non-traditional dicing system. 2d20 doesn't use the full range of the d20, counting successes on multiple dice (and even more than one success on a single die), with the ability to add more dice at the expense of Threat Points that are used by the GM. It's pretty wacky and gimmicky, in my opinion, but I've seen games like that before. I can't remember the title (was it Decipher Star Trek? Or, the short lived Chronicles of the Imperium Dune game? I can't remember. Maybe neither of those.), but I've seen a "count the successes" game using a handfull of d6 before. There's a neat d20 based combat system for 3.5 d20 games that uses up to 4 d20 for attacks and defense rolls--where you use the highest die. And, lots of game uses "Hero Points" or "Fate Points" (as in the Mongoose Conan game) to change aspects of the rolls (the thing is, with those uses, they aren't meta-game). As I said earlier, Threat Points would work if you could find a way to use them (1) on the character that generated them (2) when the character generated them. The problem is, that would really punish heroics because you could expect something to go wrong or enemies to get tougher right then. What if you had a Critical Fumble rule, and made it where Threat Points were not automatic. If a character tries to do something heroic, he just risks rolling Threat--he doesn't automatically get it. And, if Threat comes up, the the GM spends it right then on his enemy or whatever task the character is trying to do. If the character is opening a lock and generates Threat, then the GM can use it to activate the poison needle trap. Otherwise, failure on the task says the trap isn't sprung. If the character is fighting an enemy and generates Threat, then the GM can use the Threat to give the enemy a special extra attack, better defense, special maneuver (like a disarm attempt), or create some problem for the character, like loose footing where he has to make a check or fall. Do something like that, and you've taken the meta-game aspects out of the Threat rule AND it makes a lot more sense. As you have Threat now, it punishes heroics, and it punishes the entire party for what could be one person's heroics. [/QUOTE]
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