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[Conan] Standing the test of time?
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<blockquote data-quote="argo" data-source="post: 2518225" data-attributes="member: 5752"><p>I have much love for the Conan RPG, it has become my default ruleset for fantasy games. The ruleset is taylored to Howard's Hyborian age but with a little work can very easily be ported to any swords 'n sorcery setting. There are a few rules that seem a little funky at first but once you get a few sessions under your belt I find that the system is very well balanced and highly playable.</p><p></p><p>The magic system is very flexible while still staying very true to the source material. It is not "low magic" but rather is expensive, dangerous and generally detremential to the health of everyone in the immediate area. If there is one complaint I have with the magic system it is that it works better for NPC's than for PC's. That is, PC sorcorers have a nasty tendancy to flip-flop between "destroyer of worlds" and "newborn kitten" even over the course of a single session. Having a PC sorcorer requires a good player who works with the GM and a GM who isn't afraid to put in a little extra legwork. Of course this is also partly intentional: PC sorcorers should not be common in a swords 'n sorcery game.</p><p></p><p>The combat in Conan is spot on. Bloody, dirty and fast while still leaving plenty of room for heroics. Many combat abilities are simply given to the players as basic options (for example, you do not need to spend a feat to finesse a weapon or to spring attack) which keeps the fights dynamic and encourages players to try different stratigies. Combat is mechanically very well balanced with many specific counters for specific stratigies. This really is a game for any wargamers in your party.</p><p></p><p>Support for the game has been comming out at a nice clip as well, check Mongoose's website for the full lineup. One thing that has been glaringly absent is a bestiairy; trying to convert/create monsters for the Conan ruleset can be a real pain at times. </p><p></p><p>Lastly there are a few genuine innovations in the book that have simply wowed me. Namely the way they handle multiclassing and the favored class mechanic and the twist they give to skill points you gain from a high Int. Conan is full of little tweaks to the core d20 system, you defenetly have to read the book two or three times to catch on to all the nuances.</p><p></p><p>So yes, IMO Conan is an excellent buy if you are interested in running a warrior-heavy swords 'n sorcery action game. If nothing else the Pocket Edition (mentioned by others) is an absolute steal! </p><p></p><p>Hope that helps.</p></blockquote><p></p>
[QUOTE="argo, post: 2518225, member: 5752"] I have much love for the Conan RPG, it has become my default ruleset for fantasy games. The ruleset is taylored to Howard's Hyborian age but with a little work can very easily be ported to any swords 'n sorcery setting. There are a few rules that seem a little funky at first but once you get a few sessions under your belt I find that the system is very well balanced and highly playable. The magic system is very flexible while still staying very true to the source material. It is not "low magic" but rather is expensive, dangerous and generally detremential to the health of everyone in the immediate area. If there is one complaint I have with the magic system it is that it works better for NPC's than for PC's. That is, PC sorcorers have a nasty tendancy to flip-flop between "destroyer of worlds" and "newborn kitten" even over the course of a single session. Having a PC sorcorer requires a good player who works with the GM and a GM who isn't afraid to put in a little extra legwork. Of course this is also partly intentional: PC sorcorers should not be common in a swords 'n sorcery game. The combat in Conan is spot on. Bloody, dirty and fast while still leaving plenty of room for heroics. Many combat abilities are simply given to the players as basic options (for example, you do not need to spend a feat to finesse a weapon or to spring attack) which keeps the fights dynamic and encourages players to try different stratigies. Combat is mechanically very well balanced with many specific counters for specific stratigies. This really is a game for any wargamers in your party. Support for the game has been comming out at a nice clip as well, check Mongoose's website for the full lineup. One thing that has been glaringly absent is a bestiairy; trying to convert/create monsters for the Conan ruleset can be a real pain at times. Lastly there are a few genuine innovations in the book that have simply wowed me. Namely the way they handle multiclassing and the favored class mechanic and the twist they give to skill points you gain from a high Int. Conan is full of little tweaks to the core d20 system, you defenetly have to read the book two or three times to catch on to all the nuances. So yes, IMO Conan is an excellent buy if you are interested in running a warrior-heavy swords 'n sorcery action game. If nothing else the Pocket Edition (mentioned by others) is an absolute steal! Hope that helps. [/QUOTE]
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[Conan] Standing the test of time?
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