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CONAN! The 4th Most Anticipated RPG Of 2016 Funds In Two Hours! Preview Here!
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<blockquote data-quote="Consona" data-source="post: 7694577" data-attributes="member: 6786095"><p>IMO: the basic 2d20 mechanic is really good, one of the best I know, even the implementation of skills into the roll, etc., but the system as a whole, like the Mutant Chronicles 3rd Edtion, is way too crunchy. So I'm waiting for the official Savage Worlds conversion hoping the level of crunch will be lower or more easily digestible. On the other hand I think the system does a great job supporting the atmosphere of the setting. You have visible and tangible meta-currencies for "bad things are going to happen/building paranoia" so the level of dread around the table is explicit. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> But the subsystems themselves are really crunchy, you have mandatory and elective and general and advanced skills and every skill has a skill tree and expertises and focuses and there are talents and... you know, your typical crunch-heavy system.</p><p></p><p>But I think the system can be really suitable for Conan. Modiphius always brings some nice ideas how to support the setting with rules, but maybe the high level of crunch is not so good for some fast and savage adventures, I don't know, it depends on your personal preferences and on the way they implement it into the rules. I'm really curious whether the rules will be very similar to Mutant Chronicles or somewhat different.</p></blockquote><p></p>
[QUOTE="Consona, post: 7694577, member: 6786095"] IMO: the basic 2d20 mechanic is really good, one of the best I know, even the implementation of skills into the roll, etc., but the system as a whole, like the Mutant Chronicles 3rd Edtion, is way too crunchy. So I'm waiting for the official Savage Worlds conversion hoping the level of crunch will be lower or more easily digestible. On the other hand I think the system does a great job supporting the atmosphere of the setting. You have visible and tangible meta-currencies for "bad things are going to happen/building paranoia" so the level of dread around the table is explicit. :) But the subsystems themselves are really crunchy, you have mandatory and elective and general and advanced skills and every skill has a skill tree and expertises and focuses and there are talents and... you know, your typical crunch-heavy system. But I think the system can be really suitable for Conan. Modiphius always brings some nice ideas how to support the setting with rules, but maybe the high level of crunch is not so good for some fast and savage adventures, I don't know, it depends on your personal preferences and on the way they implement it into the rules. I'm really curious whether the rules will be very similar to Mutant Chronicles or somewhat different. [/QUOTE]
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