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Conan Pocket Edition to D&D
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<blockquote data-quote="Azgulor" data-source="post: 3895803" data-attributes="member: 14291"><p>I haven't tried a port from Conan into D&D - the two are thematically at odds with one another - at least default D&D is. Conan is designed to be grittier experience than D&D's default High Fantasy.</p><p></p><p>The fighting classes are superior to their D&D counterparts, IMO. If you include these, drop the D&D Fighter, Rogue, Barbarian, and Ranger.</p><p></p><p>The scholar, however, will be underpowered against D&D spell-slingers. It's an effective class, but is not the Conan equivalent of the wizard, and if played that way, the player will likley be disappointed. Subtlety and misdirection are as important as the sorceror's spells. Also, without Conan's Terror checks and some of the other subsystems, the class is further weakened.</p><p></p><p>Combat rules can probably be imported straight over, but you may have to modify the Massive Damage rules or high-level spell casting will overwhelm everything.</p><p></p><p>If you're looking for a middle ground between Conan swords-n-sorcery and D&D high-fantasy, you could try marrying Conan with a Thieves' World or Grim Tales. Both would allow D&D-style spells, but lower the power curve to something more in line with S-n-S.</p><p></p><p>This is what I did for my primary campaign. Conan as the core rules. Scholar was replaced with the Priest, Mage, and Witch from Green Ronin's Thieves' World Players Manual. Survivor and Savant were also included to provide "everyman"-type classes. I gave each TW class a Parry and Dodge progression like their Conan counterparts. It's worked really well for my group and our game.</p><p></p><p>Hope that helps.</p></blockquote><p></p>
[QUOTE="Azgulor, post: 3895803, member: 14291"] I haven't tried a port from Conan into D&D - the two are thematically at odds with one another - at least default D&D is. Conan is designed to be grittier experience than D&D's default High Fantasy. The fighting classes are superior to their D&D counterparts, IMO. If you include these, drop the D&D Fighter, Rogue, Barbarian, and Ranger. The scholar, however, will be underpowered against D&D spell-slingers. It's an effective class, but is not the Conan equivalent of the wizard, and if played that way, the player will likley be disappointed. Subtlety and misdirection are as important as the sorceror's spells. Also, without Conan's Terror checks and some of the other subsystems, the class is further weakened. Combat rules can probably be imported straight over, but you may have to modify the Massive Damage rules or high-level spell casting will overwhelm everything. If you're looking for a middle ground between Conan swords-n-sorcery and D&D high-fantasy, you could try marrying Conan with a Thieves' World or Grim Tales. Both would allow D&D-style spells, but lower the power curve to something more in line with S-n-S. This is what I did for my primary campaign. Conan as the core rules. Scholar was replaced with the Priest, Mage, and Witch from Green Ronin's Thieves' World Players Manual. Survivor and Savant were also included to provide "everyman"-type classes. I gave each TW class a Parry and Dodge progression like their Conan counterparts. It's worked really well for my group and our game. Hope that helps. [/QUOTE]
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