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CONAN LIVES! Info on the new Conan RPG
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<blockquote data-quote="Water Bob" data-source="post: 6688566" data-attributes="member: 92305"><p>I'll tell you something I do like about the game. And, no kidding, this is something that I think is very cool and will add to the experience of the game. That's all the little effects that I've seen attached to armor. I think that you should do something similar with weapons.</p><p></p><p>One of the things that people like about D&D (one of the things that keeps it, edition after edition, the best selling roleplaying game) are the "drops". This is all the little things that characters get--usually an expendable resource--while playing the game. These are usually magic-influenced.</p><p></p><p>It's fun to get a scroll or a potion...a new ring that you know nothing about but automatically sizes to your finger. These are tools that the characters can use to defeat their enemies.</p><p></p><p>That's something that can be missing from a Conan game because the game universe is different. </p><p></p><p>I have a subtle form of this in my Mongoose Conan game. Players get excited about finding herbal concoctions and recipes, armor and weapons that are of a "fancy" manufacture, with jewels in the hilt and so forth. Some things are built into the game. A character who spends an hour honing his blade with a large whetstone and makes a check, he gets a +1 to his Critical Hit Threat Range until he makes his first hit (he can sharpen once per day to get the effect).</p><p></p><p>I do something similar, through a House Rule, with cooking. If a character uses spices (something I can put on dead enemies that the players will get excited to find...hey, look, some salt) and makes a check, those who eat the food get a +1 morale bonus that they can use on any attack, Saving Throw, or Skill Check for the next four hours (at which time the bonus fades).</p><p></p><p>Here, I've made a mechanical bonus for the roleplaying action of finding a good cook for the party (as an Army travels on its stomach, yes).</p><p></p><p>A Mongoose Conan support book has a throw for sleeping in the wilderness, based on the weather conditions and what kind, if any, of a shelter was made. Failing the check makes the character fatigued the next day.</p><p></p><p>But, if your new Conan game can deliver this type of thing through its mundane equipment, that's even better.</p><p></p><p></p><p></p><p>Plus, players like choices. If I use this sword, it's good for X but not good for Y. This armor does this but not this. The players have to weigh the pros and cons of the mechanical effects presented by the armor and equipment. </p><p></p><p>The more choices that you have like this in the game, the better. </p><p></p><p>It makes equipment more interesting, too.</p><p></p><p>Plus, you could add processes, like the Cooking Idea above, or the Wilderness Sleeping check, to make the game quite interesting in this regard.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6688566, member: 92305"] I'll tell you something I do like about the game. And, no kidding, this is something that I think is very cool and will add to the experience of the game. That's all the little effects that I've seen attached to armor. I think that you should do something similar with weapons. One of the things that people like about D&D (one of the things that keeps it, edition after edition, the best selling roleplaying game) are the "drops". This is all the little things that characters get--usually an expendable resource--while playing the game. These are usually magic-influenced. It's fun to get a scroll or a potion...a new ring that you know nothing about but automatically sizes to your finger. These are tools that the characters can use to defeat their enemies. That's something that can be missing from a Conan game because the game universe is different. I have a subtle form of this in my Mongoose Conan game. Players get excited about finding herbal concoctions and recipes, armor and weapons that are of a "fancy" manufacture, with jewels in the hilt and so forth. Some things are built into the game. A character who spends an hour honing his blade with a large whetstone and makes a check, he gets a +1 to his Critical Hit Threat Range until he makes his first hit (he can sharpen once per day to get the effect). I do something similar, through a House Rule, with cooking. If a character uses spices (something I can put on dead enemies that the players will get excited to find...hey, look, some salt) and makes a check, those who eat the food get a +1 morale bonus that they can use on any attack, Saving Throw, or Skill Check for the next four hours (at which time the bonus fades). Here, I've made a mechanical bonus for the roleplaying action of finding a good cook for the party (as an Army travels on its stomach, yes). A Mongoose Conan support book has a throw for sleeping in the wilderness, based on the weather conditions and what kind, if any, of a shelter was made. Failing the check makes the character fatigued the next day. But, if your new Conan game can deliver this type of thing through its mundane equipment, that's even better. Plus, players like choices. If I use this sword, it's good for X but not good for Y. This armor does this but not this. The players have to weigh the pros and cons of the mechanical effects presented by the armor and equipment. The more choices that you have like this in the game, the better. It makes equipment more interesting, too. Plus, you could add processes, like the Cooking Idea above, or the Wilderness Sleeping check, to make the game quite interesting in this regard. [/QUOTE]
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