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Conan Second Edition
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<blockquote data-quote="DrunkonDuty" data-source="post: 5533434" data-attributes="member: 54364"><p>I used the Conan d20 game to run a (short lived) campaign in a home-brewed setting. It was a sort of Lovecraft meets Jane Austen meets Dumas game with manners, duels and things man and woman were not meant to know all muddled up. (I'd love to give it another try with a group that actually wanted to play a heavy role playing game instead of dungeon bashing.) </p><p> </p><p>The system works perfectly for what I wanted - especially the magic system. It's different from the regular/vancian d20 magic system. But no more complex. I also feel the spells are explained in better fashion and work better. This is because, although each spell is it's own subset of rules (as in standard d20) the magic is rarer and very different in style from the standard DnD magic. I doubt you'd get the sort of head to head clash or poorly written spell descriptions you get in regular D20.</p><p> </p><p>As for enemies mostly being PCs: yes this can make for a lot of work for the DM. I spent some time prepping a long list of various types of mook. Things like Mugger, Clever Henchman, Big Henchman, Young Rake and so forth. These were the basic, bread and butter types the PCs got to fight. Once the list was done all I had to do was grab what ever filled my needs at the time. I'd play them a bit differently and mix and match types depending on the situation but the stats were all done up. </p><p> </p><p>BBEGs are another story. Lots of personalisation there. But this is no worse than any other game system.</p><p> </p><p>And there ARE monsters listed in the book. Not that many and they're very Conan in style. A generic demon, a couple of carnivorous man-apes, some dangerous animals, that sort of thing. But translating monsters from your Monster Manual wouldn't be that hard. Really the only things to do is decide their Fear rating, DR, Dodge and Parry bonuses. Maybe re-jig some special abilities to make them more Conan-esque.</p><p> </p><p>I agree with Water Bob about the levels sweet spot being low by d20 standards. I'd actually limit it to something like an E6 game. This keeps mooks credible threats at all stages of play. (I did go to the effort of making a list of mooks after all...) Also I'd allow extra spells to be learned in game or charged at a rate of X spells per feat. (I'd say 2 Basic spells or 1 Major spell per feat, but the character must have access to them some how.) I'd also give more feats and skills to starting characters, allow for more/broader personalisation.</p><p> </p><p>Overall I'd say this is my favourite D20 system. Go for it, I think you'll like it.</p><p> </p><p>cheers.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 5533434, member: 54364"] I used the Conan d20 game to run a (short lived) campaign in a home-brewed setting. It was a sort of Lovecraft meets Jane Austen meets Dumas game with manners, duels and things man and woman were not meant to know all muddled up. (I'd love to give it another try with a group that actually wanted to play a heavy role playing game instead of dungeon bashing.) The system works perfectly for what I wanted - especially the magic system. It's different from the regular/vancian d20 magic system. But no more complex. I also feel the spells are explained in better fashion and work better. This is because, although each spell is it's own subset of rules (as in standard d20) the magic is rarer and very different in style from the standard DnD magic. I doubt you'd get the sort of head to head clash or poorly written spell descriptions you get in regular D20. As for enemies mostly being PCs: yes this can make for a lot of work for the DM. I spent some time prepping a long list of various types of mook. Things like Mugger, Clever Henchman, Big Henchman, Young Rake and so forth. These were the basic, bread and butter types the PCs got to fight. Once the list was done all I had to do was grab what ever filled my needs at the time. I'd play them a bit differently and mix and match types depending on the situation but the stats were all done up. BBEGs are another story. Lots of personalisation there. But this is no worse than any other game system. And there ARE monsters listed in the book. Not that many and they're very Conan in style. A generic demon, a couple of carnivorous man-apes, some dangerous animals, that sort of thing. But translating monsters from your Monster Manual wouldn't be that hard. Really the only things to do is decide their Fear rating, DR, Dodge and Parry bonuses. Maybe re-jig some special abilities to make them more Conan-esque. I agree with Water Bob about the levels sweet spot being low by d20 standards. I'd actually limit it to something like an E6 game. This keeps mooks credible threats at all stages of play. (I did go to the effort of making a list of mooks after all...) Also I'd allow extra spells to be learned in game or charged at a rate of X spells per feat. (I'd say 2 Basic spells or 1 Major spell per feat, but the character must have access to them some how.) I'd also give more feats and skills to starting characters, allow for more/broader personalisation. Overall I'd say this is my favourite D20 system. Go for it, I think you'll like it. cheers. [/QUOTE]
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