Conan the Roleplaying Game


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re:The combat options -- sure, it can make combat more complex. But it doesn't have to.

If it's you versus a room full of mooks, you're probably just gonna spray their blood across the walls. It's only in a duel between you and a worthy opponent that most of those combat maneuvers are going to come into play. And going by the pre-reqs, most people are only going to qualify for a few of those combat maneuvers. Ten minutes with Word and you'll have a cheat sheet for your character. A D&D player probably spends more time working on his spell preparations.

And as I said above, since most characters won't be using magic, and most d20 players are used to a certain level of game complexity, taking up the complexity-slack in the combat area seems like a good thing to me.
 


takyris said:
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And as I said above, since most characters won't be using magic, and most d20 players are used to a certain level of game complexity, taking up the complexity-slack in the combat area seems like a good thing to me.

Well I respectfully disagree! ;)

I think Conan had a golden opportunity to attract people who were looking for a fantasy role-playing game WITHOUT the tedious complexity of 3.x DnD combat. Indeed, Hyboria seems uniquely qualified to serve as the basis for a "rules-lite" alternative to 3.x. I am sure that the game could have been designed WITHOUT a complicated combat system, but with the option to "plug in" the 3.x system for those players who wanted it. *sigh*

Not that I won't still buy Mongoose's Conan stuff. I'll just convert it to a more "Conanesque" (i.e. fast and furious) system. :cool:
 

I don't mind a few new, variant rules; but this game just presents too many for me. And, I think that there are ways to implement the cool new variations without tearing away the foundation that already works. FFG has done it 5 times in their Horizons line in 64 pages each time. For Conan, I would keep the D&D non-spellcasters and maybe add one (or a very few) new spellcasting classes. If a new magic system is needed with new spells, keep it simple. In the stories, all the magic-users are bad guys, so those classes could (arguably should) be restricted to NPCs. D&D spellcasters could work with new spells and spell lists. Bottom line, I simply think the Conan game could have been better written with more portability to other d20 material. That's just my opinion.

Also, thanks for the nod to Mesopotamia. I definitely want to check out that book. from readingother posts, it sounds like it has more advenutre and fewer new rules.
 
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Well I see your point that Conan could have used the nonspellcasting DnD classes -- but that would have only left: barbarian, fighter, and rogue! Rangers would have to be reworked.

Also, keep in mind that this was designed to be an OGL game -- i.e. a game that did NOT require you to own/use the PHB. That is a plus IMO.

scourger said:
... I all the magic-users are bad guys... .

MOST. Not all!!!

scourger said:
D&D spellcasters could work with new spells and spell lists. ...

I disagree. Magic is fundamentally different in Hyboria. It is ritualistic in nature, not "fire and forget."
The "scholar" class is something that Conan nailed IMO.

scourger said:
Also, thanks for the nod to Mesopotamia. I definitely want to check out that book. from readingother posts, it sounds like it has more advenutre and fewer new rules.

My pleasure!
 

Conan did use the non-magical DnD core classes: the soldier and thief are virtually identical to the fighter and rogue, they got just a few tweaks to make them fit in with the other variant rules.

And you can chalk me up in the category that loves the Conan "gritty" magic system and the added complexity of the melee combat game (though I am a rules nut). Conan is my new favorite system, don't expect to see me going back to dnd anytime soon.
 

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