D&D General GM's Closet for the CONAN RPG

Water Bob

Adventurer
One Way to Use the Dance Aside Combat Maneuver



Check out the Dance Aside combat maneuver on page 205 of the 2E core rulebook. A combatant is qualified to use Dance Aside if he has DEX 13+, and the Dance Aside is triggered when your foe, in a melee attack, ends up with a total attack sum that is less than half the combatant's Dodge AC. You have to be using the Dodge defense in order to take advantage of the Dance Aside, of course.

When the Dance Aside is triggered, the combatant is given an immediate action in the form of a 5 foot step, simulating the character nimbly dancing out of the way of his opponent's attack.

The Dance Aside maneuver is a perfect match for characters with high DEX and Dodge AC scores and for those who use reach weapons.

Let me show you how the Dance Aside can prevent an opponent from attacking you: In melee combat, use your normal 5 foot step at the end of your turn (if you're using a reach weapon, you'l probably use it at the beginning of your turn in order to bring your weapon to bear on y our oppoent).

Next, on your opponent's turn, he will have to use his 5 foot step in order close range to attack you (you wouldn't do this if your opponent used a reach weapon, of course). If your opponent gets more than one attack, either by using two weapons or by his level, you can avoid the second attack (and possibly more attacks) if the Dance Aside is triggered.





For example, consider a Cimmerian in melee combat with a Vanir warrior. The Cimmerian fights with broadsword and Shield, while the Vanir is using two axes--one in each hand. The Vanir is 6th level, so if he uses a Full Attack routine, he will get 3 attacks on the Cimmerian (two with his main weapon and a third attack for the off-hand weapon).

On the Cimmerian's turn, he slices away with his broadsword, then, after his attack, he uses his 5 foot step to move five feet back away from the Vanir.

Now, it's the Vanir's turn. The first thing the Vanir will do is close range, using his 5 foot step to do so, because, otherwise, the Vanir cannot attack the Cimmerian (who is, at the start of the Vanir's turn, 10 feet away). The Cimmerian will be using his Dodge defense for any incoming blows. The Vanir starts a Full Attack Action in order to get all three of his attacks at the Cimmerian, but, as fate would have it, the Vanir's first attack is less than the Cimmerian's Dodge AC.

Right then, because it's an immediate action, the Dance Aside is triggered, and the Cimmerian is allowed to move 5 feet in any direction he wishes. The Cimmerian again steps straight back, away from the Vanir, which puts him now at 10 feet from the Vanir. And, the Vanir has used all of his movement for the round. Therefore, the Dance Aside maneuver has saved the Cimmerian from all three attacks that round: The first Vanir attack failed and triggered the Dance Aside, which made the Vanir's other two attacks impossible to attempt.

Of course, you can't control when the Dance Aside will occur. But, you can do things to raise your Dodge AC to make it easier for foes to roll half or less.

This example turns out even better if the Cimmerian is using a reach weapon. Replace the shield and broadsword above with a war spear. On the Cimmerian's turn, he takes a 5 foot step backwards, increasing range to the Vanir, in order to be able to attack with the war spear.

On the Vanir's turn, the redhair steps inside the weapon's guard, recovering that 5 feet, in order to make his Full Attack and take his three blows. Except, as I mention above, let's say that the first of these blows triggers the Cimmerian's Dance Aside maneuver. The Cimmerian immediately moves, and the Vanir has no more movement to recover that distance and deliver his blows.

Now, it's the Cimmerian's turn again, and he's starting the scenario at 10 feet from his foe. The Cimmerian can attack, using his reach weapon, then use his five foot step to increase range yet again to 15 feet. The Vanir, now, is robbed of using a Full Attack action because the Vanir must use more movement to close distance with the Cimmerian. Thus, the Vanir is allowed only a single standard attack.

Over the two rounds, the Dance Aside has prevented 5 attacks on the Cimmerian.

Not bad.
 

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Water Bob

Adventurer
Don't Ignore Grapple Maneuvers



Some, big, honkin foe is splintering chairs and tables with a greatsword--swings that are meant for you. All you have is a flint knife you made with your Survival skill.

What do you do?

You grapple the SOB. Yes, you're opening yourself up to an Attack of Opportunity (so make damn sure that you're successful with your grapple), but just one. Make sure you can take one hit. Because once you grapple your foe, you've taken away his attack advantage--his weapon. Only light weapons can be used while grappleing. Your foe will have to drop his greatsword in order to manage you and your grapple.

With a successful grapple, you've evened the odds a bit.

The next time your weapon is ineffective against a foe because of his armor, or you know that it is likely your foe will kill you faster than you can kill him, remember the grapple. Even the playing field. Take away your foe's advantage.

This is easy to do with 2E's change of the Grapple Rules to a single dice throw. The grapple rules are quite easy to manage. Most of the time, you're just rolling an unarmed attack.

And, all of a sudden, all of those grapple and unarmed based Feats that you've been ignoring find a lot more value to the character. For example, Improved Grapple will allow you to attempt the grapple without suffering an Attack of Opportunity. Tough As Nails, from the Players Guide, will make you impervious to strikes that cause non-leathal damage, forcing your opponent to take a -4 penalty on his attack throw against you in order to deliver lethal damage with is hand-to-hand blows. There are other Feats like this that can give you the advantage.

Think of it. A character with two daggers, who is good at grappling, is a formidable character in this game. He doesn't need to be wrapped in the best armor using the biggest sword. The grappler with daggers can get you in a hold then use the Coup de Grace rules to slit his foe's throat.

And, the foe probably won't see it coming.
 

Water Bob

Adventurer
Tough As Nails


This is an interesting Feat that first appears in THE ROAD OF KINGS and again in PLAYER'S GUIDE TO THE HYBORIAN AGE. It's a simple Feat that makes the character impervious to subdual damage.

Completely impervious? I like the super-hero effect where our hero uses his stone mug to crack a bad guy across the face. The bad guy takes the blow but then just grins. Our hero knows that he's in trouble (and, if this scene happened in my game, I'd allow that smile to act as the bad guy's Demoralize Other action using is Intimidation skill).

That's what the Feat is trying to accomplish--that kind of cliche that we see in movies (Remember when James Bond smacked Jaws across the face in The Spy Who Loved Me, and Jaws just smiled back at him? It's happened in a ton of other films too.)

But...completely impervious?

That means that there is no way that the character can be knocked unconscious by beating him?

You can consider this, but I think the Feat needs to be tempered a bit. You don't want to neuter the Feat so much that it won't be attractive to players. At the same time, I think the Feat should provide resistance to nonlethal damage without making the character completely impervious.

What's coming to my mind right now is this: Tough as Nails halves any subdual damage applied to the character.

Therefore, the Feat is still attractive in that it effectively doubles a character's hit points with regard to nonleathal damage, but, if a crowd with clubs comes beating on the character, he can still be knocked out.

I also think that a prerequisite of CON 13+ should be associated with the Feat. It doesn't make sense, does it, that the Feat could be taken by a CON 7 character, and he would be impervious to nonlethal damage.

I should draw to your attention, though, that Tough As Nails is not an easy Feat to acquire. It requires both Diehard and Endurance. So, you may think that, since the character has to spend three Feats and be 3rd level to get the Feat, then that's enough. Still, a CON 7 character could do all that and be an unexplainable 100% resistant to nonlethal damage. I think the CON 13+ requirement and the effect of half damage are the way to go.

If you've got a different idea, then let me hear it. I might like your idea better.
 

Water Bob

Adventurer
GM's! What to Remember About Combat


There's a lot going on in this game. It takes time to master. Each of the thoughts expressed here are covered in more detail up thread. But, as combat is happening in your game, remember these details....



Result of the d20 attack throw....

Natural 20? CRITICAL THREAT
Natural 1? GUSTUD (House Rule)

Attack = Parry AC? SUNDER and LOCK WEAPONS (Remember Weapon Length can modify Parry AC).

Attack < Half Parry AC? RIPOSTE (4th level for Soldiers. 6th+ level for other classes).

Attack < Half Dodge AC? DANCE ASIDE (Defender DEX 13+)
 
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Water Bob

Adventurer
When the Attack Roll Exactly Equals Parry AC



The game gives us two effects when a character is using his Parry defense and an attacker rolls that AC exactly on his attack throw. On page 174, there's the optional Weapon Breakage rule that turns a successful attack into a successl Sunder. Then, on page 209, there's the Lock Weapons combat maneuver.

How do you resolve these rules?

Here's how I do it.

Weapon Breakage: Whenever an attack roll totals the exact amount of the defender's Parry AC, I go directly to the Weapon Breakage rule, allowing the attacker to sunder the defender's shield or weapon. Regular damage is not done, in accordance to the rule. Instead, the attack is considered a successful sunder. If the defender has a shield, then the sunder is against his shield. Otherwise, the sunder is applied to the defender's weapon.

Lock Weapons: Note that Lock Weapons is a combat maneuver and not an optional rule like the above. This means that the players have a choice in implementing the maneuver. For example, when a Dance Aside is triggered, the move from the Dance Aside is not forced. It's the player's option whether to use the Dance Aside or not. The same is true with the Lock Weapons maneuver. It is triggered when Parry AC = Attack, or Attack = Parry AC. It's important to note that the description of the maneuver specifically states either condition. This means that, when Attack = Parry AC, that either the attacker or defender may use the Lock Weapons maneuver.

In other words, either character may use the Lock Weapons maneuver when Attack = Parry AC. Either one can implement the maneuver, but both have to decline the maneuver in order not to use it.

When this maneuver is triggered, I first go through the sunder from the Weapon Breakage rule above, then I defer to the attacker, first, to see if that character wishes to use the Lock Weapons maneuver. If he doesn't, then the defending character is given a choice of using the Lock Weapons maneuver.

Note that if the Weapon Breakage rule destroys the defender's weapon, then the Lock Weapons maneuver is not triggered.

Also note that it can happen that the defender suffers the sunder against his shield due to the Weapon Breakage rule then is forced to lock weapons with his main weapon if that maneuver is used.



Procedure--

1. Weapon Breakage. Attacker sunders shield or weapon.
2. Lock Weapons. Attacker's choice, then Defender's choice. Both have to decline not to use the maneuver.
 
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Water Bob

Adventurer
640x961_12165_Conan_the_Destroyer_2d_fantasy_warrior_barbarian_big_axe_picture_image_digital_art.jpg
 

Water Bob

Adventurer
SPECIAL ATTACKS AND THE FIRST ROUND


The first round is an excellent time to try a special attack. For example, the Disarm maneuver usually gives the target of the Disarm an Attack of Opportunity on you before you attempt the disarm.

Well, if you win initiative and are close enough to your foe to attack (usually 30 feet), you can move to your target and attempt to disarm him without the foe getting the benefit of the Attack of Opportunity on you. Flatfooted characters cannot make AoOs. In addition, you catch your foe at AC 10, making it easier to disarm him.

You can change the fight conditions right at the outset, with the result of your character being the only one armed!



A victim of this type of attack--somone who loses his weapon while flatfooted--should try to grapple with his foe. See the comments I make on grapple earlier in the thread. Yes, you just lost your weapon, and yes, you'll suffer an Attack of Opportunity by your foe--as a double whammy early in the combat with your foe taking your weapon away AND getting an extra attack on you--but if you are successful, you have negated his advantage over you for the rest of the combat because only light weapons can be used while grappling. Your foe will probably drop his weapon because it hinders him too much fighting your grapple. Thus, you've neutralized his advantage.
 

Water Bob

Adventurer
GETTING CREATIVE ON THE BATTLEFIELD

In the recent 2011 Conan The Barbarian film, there's a moment during a battle on the Hornet (Artus' ship) where Conan grabs the sailing rig, glides across the deck, and slams, feet first, into a bad guy, knocking him over the rail and into the sea.

How would you recreate this in the game?

Well, the Bull Rush is a combat maneuver used to knock a foe backwards. The Use The Battlefield maneuver is designed to take advantage of different aspects of the battlefield in order to make a special maneuver.

If a player wants to attempt a move like Conan did in the film, don't say, "No". Let him try! This is where having a good command of the rules in the core rulebook will pay off.

Combine those two maneuvers (which isn't hard to do, since the Bull Rush is a standard action, and the Use The Battlefield option is a free action designed to be combined with other actions) and let the fun begin! Swinging on the yard-arm is covered by Use The Battlefield. Knocking the foe off the side is covered by the Bull Rush.

Allow the character a DC 20 Tumble check to grab the yard-arm and swing towards the target (You might even make it a DC 10 or DC 15 because it looked fairly easy in the movie). If he fails, the target gets an Attack of Opportunity on him, per the Use The Battlefield rule. If he succeeds, proceed as if the character had just made a successful Bull Rush against the target, but give the character a +2 circumstance bonus for successful use of the Use The Battlefield maneuver (per the rule).

Step 1. The Yard Arm Swing. DC 15 Tumble check to simulate grabbing the yard-arm and swinging towards the foe. Success means to move to step 2. Failure means that the foe gets an Attack of Opportunity on the character, and the character cannot Dodge or Parry this attack since he is hanging from the yard arm (effectively AC 10).

Step 2. Contact With The Target. Character gets +2 on Opposed STR check. Success means to move to step 3. Failure means the target does not move and the character falls prone to the ground in front of the foe, having knocked into him and slid off of him as if he were a brick wall.

Step 3. Success! The foe is pushed five feet backwards, over the rail, and into the sea.
 

Water Bob

Adventurer
COMMON SENSE


GMs should strive to enforce the spirit of the game rather than the letter of the rules. Always use common sense.

For example, consider a situation where a Cimmerian and a Pict start a combat encounter. The Pict wins initiative, and the GM describes how the NPC bends low at the waist, growling at the PC Cimmerian, showing the savage's stone sharpened teeth, all the while circling the PC as a fierce animal would around prey.

This is not a wasted action. In fact, the Pict is using his first action to Demoralize the Cimmerian, using the Intimidate skill.

Rolls are made, and the Cimmerian is now intimidated by the Pict.

Now, it's the bottom of the first round--the Cimmerian's turn to act. The demoralize penalty on the PC is -2 to his attack throws, saves, and ability checks. The player says that the Cimmerian will charge the Pict.

Should the player's described action be allowed?

Of course, the answer can only be made by your game's GM. There's nothing in the rules stating that Cimmerian cannot charge his foe at this point in the combat.

But...does that make sense? The Cimmerian is intimated by his foe. He should at least be paused by the demonic looking savage. As GM, I would rule that the Cimmerian cannot charge, or even approach and attack, the Pict due to the fact that the Cimmerian is, indeed, intimidated and demoralized by the foe.

The Cimmerian isn't running off, but this should be considered a light version of a Fear spell. You're not going to rush up to fight something that is scaring the hell out of you.

Give it a round or two. Let the initial shock of this savage wear off, then, once the demoralized penalities are gone, allow the player to do as he wishes again. If the Cimmerian is attacked while demoralized, then, sure, the PC can defend himself, and combat continues as normal. But, I just don't see an intimidated character rushing up to the thing that scares him.

Again, it's the GM's call, of course. But, that's the way I'd play it.
 

Water Bob

Adventurer
TERROR OF THE UNKNOWN


This is a combat rule buried in the back of the 2E Core Rulebook in the Bestiary chapter, pg. 376. And, basically, it says that a character may actually become quite afraid of some unnatural beast that he encounters. The rule describes the saves uses to overcome this conditon, but it's important to note that the rule should be used anytime a character encounters a monster he has not encountered before. We're not talking about usual beasts here, like wolves, snakes, and bears. No, we're taking about those eldritch beasties like demons, fiends, ghosts, and the undead.

Barbarians have a special ability that works with Terror called Crimson Mist. And, it's interesting to note that the rule can be implemented even with normal beasts, if that beast is extremely rare and unheard of in a foreign land. For example, mammoths could scare the heck out of a person who's never seen or heard of one before. So, there may be special occasions where the rule is used with non-eldritch beasties.
 

Water Bob

Adventurer
THE RIGHT TOOL FOR THE RIGHT JOB


Another thing I like about this game is the way the game mechanics flow together to give characters a real reason for picking different weapons to match different physical capability.

The Finesse attack style is favored by characters with low STR, and only easily maneuverable weapons can be used with this style.

For example, a short sword is a Finesse weapon. A big, honkin' scimitar is not. Both do 1d8 damage.

This gives characters a real, mechanical reason to use a short sword over a scimitar if the character is a low STR, unarmored city dweller. You don't see many of them dragging around scimitars on their sides. No, it's the lighter, more subtle short sword that you'd expect to see. And, outside of straight roleplaying, there's a mechanical reason to choose the short sword over the scimitar.





The same goes for the Armor Piercing system in the game. Each weapon is rated for its ability to punch through armor. The cutlass is rated at AP 2 and does 1d10 damage. The warhammer is rated at AP 7 and does 1d6 damage.

Given those game stats, it's easy to see the mechanical reason that pirates would favor the cutlass, and you wouldn't see warhammers on a sailing vessel unless one was kept around to knock down doors.

The cutlass is only AP 2, and thus, is not every effective at cutting through thick armor. A character with STR 16 (+3) will have total armor piercing capability of AP 5 with this weapon. A foe wearing breastplate and mail hauberk has armor rated at DR 9. This means, on a successful hit, the character will do: 1d10 weapon damage + 3 STR modifier - 9 Armor resistance, or 1d10 -6 damage. That's 0-4 points of damage, with a 60% chance, per hit, of landing 0 points of damage (glancing blow that reflects off the armor).

On the other hand, take the same character with a warhammer. The weapon is rated at AP 7, which gives the character a total armor piercing capability of 10. This means, against the same foe in the breastplate and mail hauberk,
the character will do damage, on a successful hit, equal to: 1d6 weapon damage + 3 STR modifier - 4 Armor resistance, or 1d6 -1. That's 0-5 points of damage with only a 17% chance of scoring 0 damage.

Obviously, the warhammer is the better weapon against a heavily armored foe.

This is why pirates will favor the cutlass--because their opponents are typically not armored and usually other swabbies from another sea vessel. And, the warhammer will be found more often on the large battlefield, where hordes of heavily armored knights are going at each other.

I love how this game uses the mechanics to influence weapon choice and doesn't just rely on roleplaying.
 
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Water Bob

Adventurer
FRIENDS WILL BE FRIENDS


This is a tactic that works well if you've got a high level character and a low level character working together. It's also a good tactic if one of the group is low on hit points where a another single hit may kill him. Using what I describe here can still make that character participate in the combat but also be protected from attack.

The first thing you'll want to do is make sure that the two characters act together during the same Initiative count. That's not always necessary, but, in many situations, it can be desireable. The Delay action can be used to align the nish counts for the two characters.

Second, make sure that the weak character is equipped with a reach weapon.

Then, what happens is that the weaker character mirrors the stronger character's movement. Let the stronger character lead and face the foe. The stronger character will engage the foe normally, but the weaker character will stand behind the stronger, 10' from the foe, using a reach weapon through the stronger character's square.

The weaker character will not attack normally. Instead, the weaker character will use the Aid Another maneuver. All the weaker character has to do, using that maneuver, is make an attack vs. AC 10. If he succeeds, he gives the stronger character either a +2 bonus on his next attack or a +2 bonus to his armor class, at the player's option. There's no downside if the weaker character fails to hit AC 10, and the weaker character is protected from attack by the stonger character that stands between him and the foe.

So, a lower level character can really help out by giving that attack or AC bonus to his partner, only having to hit an AC 10. It's like always catching the foe flatfooted.

And, the weaker character is usually protected from attack by the companion that fights in-between.
 


Water Bob

Adventurer
Here are some links that may interest you if you are not interseted in using Mongoose's d20 based Conan RPG (which is, imo, the best version of rules ever written to capture the Hyborian Age).



CONAN RPG & d20

THE HYBORIAN AGE.

Vincent Delarge's Site (who wrote several books for Mongoose's Conan RPG).

Vincent's Red Sonja Site

Dr. Skull's Conan Cult

Hyborian Adventures A Nordheimr based game.

Hyborian Adventures True 20.





AD&D

Hyborian Age AD&D Setting





ZeFRS

Zeb Cook's Fantasy Roleplaying System The original TSR Conan rules. Highly Recommended! Here's a link to a page with a bunch of ZeFRS stuff.






BARBARIANS OF LEMURIA

Barbarians of Lemuria Free version.





SAVAGE WORLDS

Savage Hyboria





FANTASY CRAFT

MasterCraft Conversion Guide
 
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Water Bob

Adventurer
Piercing Armor - How Does It Work?


In the Conan RPG, armor prevents the character from taking some damage. Armor does not make the character harder to hit as is normal in most d20 and D&D games. The mechanics are simple. I'll show you how it works.

Each weapon in the game is given an Armor Piercing rating. Since the strength of a character is key in that character using a weapon to bash through armor, a character's STR modifier is added to the weapon's AP rating to get a total penetration value.

For example, Rael, a Vanir raider, has STR 14, which gives him a +1 STR bonus with one handed weapons, no bonus with off-hand weapons, and +1 bonus with two-handed weapons.

Rael is wielding a war spear, which is rated at AP 2. Since the war spear is a two-handed weapon, Rael's total armor piercing capability with this weapon is AP 3.



Each armor piece in the game is rated for its damage reduction. For example, a scale hauberk is rated at DR 9. This means, when the character wearing this armor is struck, the armor will deflect 9 points of damage. Thus, if the total damage is 5 points, then the protected character receives no damage. The weapon connected but was deflected--a glancing blow. If the total damage is 13 points, then 9 points are deflected, and the character wearing the armor takes 4 points of damage.

If the total AP of the weapon equals or exceeds the DR rating of the armor, then the DR rating is halved.



Thus, if Rael uses his war spear and hits an Aesir foe that is wearing a scale hauberk, the war spear will not penetrate the armor. AP 3 is less than DR 9. So, on Rael's hit, the damage throw will look like this:

1d10 weapon damage + 1 STR bonus - 9 Armor Protection, or 1d10 -8.

You can easily see that, using this war spear, Rael will put 0-2 points of damage on his foe with a non-critical hit, and 80% of the time, the damage will be zero.



Now, let's change up the scenario a little bit. Fighting next to Rael is clansman, Moyle. And, Moyle is using a bardiche, which is an AP 5 rated weapon. Moyle's STR bonus is +3, and since the bardiche is a two-handed weapon, the STR bonus is 1.5 times normal (+4), giving Moyle a total armor piercing capability of AP 9 with that weapon.

Moyle's foe is another Aesir warrior, but this one wears Mail Shirt and Brigadine Coat that is rated at DR 8. Since Moyle's total AP 9 exceeds the Aesir's DR 8, the DR rating of the Aesir's armor is halved to DR 4. Thus, any non-critical hit that Moyle makes on his foe will result in this damage:

1d10 + 1d8 weapon damage + 4 STR bonus - 4 Armor Protection, or 2-18 (1d10 + 1d8) damage.





If this sounds complicated, it's not in play. Players know their character's total AP. You make the AP vs. DR comparison at the top of the fight and just remember to reduce any damage by either the full or half DR rating. It's pretty simple.
 
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Water Bob

Adventurer
DEFENSE


D&D players are used to an Armor Class where armor makes the character harder to hit. This is changed in the Conan RPG. Each combat round, a character has a choice in the way he will defend himself. He can Parry incoming blows, or he can attempt to Dodge incoming blows. Armor does not factor into the chance to hit the character at all. What armor does is absorb some damage if a character is hit.

So, each character has three Armor Class states.

Flatfooted: This is usually AC 10, unless the character has DEX 9 or less (in which case, the flatfooted AC can be lower).

Dodge AC

Parry AC



If a character is not expecting an incoming blow, then the character is flatfooted. Otherwise, in combat, the character decides which defense he will use, Dodge or Parry, and he can change his defense stance at the top of each round.

The Dodge AC is calculated by taking the character's flatfooted AC and adding in both the character's DEX bonus and his Dodge bonus that comes from his character level.

The Parry AC is calculated by taking the flatfooted AC and adding the character's STR bonus and his Parry level bonus.



For example, look at the NPC I provided earlier in this thread, Morghun Clanson. He's a 3rd level Barbarian class with Dodge AC 13 and Parry AC 14.

How were those AC arrived at?

Dodge AC = 10 flatfooted + 1 DEX + 2 Level Dodge Bonus = AC 13.

Parry AC = 10 flatfooted + 3 STR + 1 Level Parry Bonus = AC 14.



Once calculated, simply write the character's three AC states on the character sheet in the appropriate spaces.

Melee attacks can be Dodged or Parried, based on the defender's defence style.

Missile, Thrown Weapon, and Touch attacks attacks can only be Dodged.

If a character is completely surrounded on all sides, he cannot Dodge effectively and suffers a -2 AC Dodge penalty.

Changing between the Dodge and Parry defense is a free action and can be done inside or a round as a reaction to being attacked. Thus a character may Parry the incoming blows from his foe and then Dodge the knife being thrown at his back by a second foe later on in the round.

Sleeping/Unconscious or bound characters have effective DEX 0 and thus take a -5 AC penalty to defense (on top of losing any DEX bonus).

Some of the heavier armors will cap the DEX bonus and may reduce the Dodge AC.

A shield bonus is applied to the Parry AC only during melee, but it is applied to the Dodge AC when defending against Missiel or Thrown Weapoan attacks.
 
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Azgulor

Adventurer
Thread full of awesome!

Thanks for putting all of this up. I'm a huge fan of the Conan RPG and was supremely disappointed when Mongoose lost the license. Although, if they'd take the license RuneQuest/Legendary they'd have ultimately lost me.

I've switched over to Pathfinder as I started running games for my kids (& this expanded to a larger group including their friends) and needed a more PG than PG-13/R game. If there were ever an opportunity (in my dreams, I know) for someone to get the Conan license & merge the Mongoose Conan RPG onto a Pathfinder framework to gain the PF improvements (skill points, favored class benefits, Advanced Race Guide, character class archetypes) I'd have my swords-n-sorcery heartbreaker.

Great game & great stuff. Thanks again for posting all of this.
 

Water Bob

Adventurer
Thread full of awesome!

Thanks man!

I've got more stuff coming!



I've switched over to Pathfinder as I started running games for my kids (& this expanded to a larger group including their friends) and needed a more PG than PG-13/R game.

As GM, why not run the Conan RPG in a PG fashion? Certain, the Hyborian Age is rated R. Well...maybe NC17...or even rated "RL" for "real life grit depicted", but as GM, you don't have to play that way.

If you get into sorcerery, you'll have to change up the really evil bits, but I've run a game now for three years. I've set it all in Cimmeria. And, the only sorcerery the PCs have seen is with the bad guys.

You could easily run a cleaned up, D&D-ish version of Conan, if you wanted.



If there were ever an opportunity (in my dreams, I know) for someone to get the Conan license & merge the Mongoose Conan RPG onto a Pathfinder framework to gain the PF improvements (skill points, favored class benefits, Advanced Race Guide, character class archetypes) I'd have my swords-n-sorcery heartbreaker.

I like Pathfinder, but I don't think it's an improvement on the Conan system. Combat, for example, is so much more exciting in Conan than it is in Pathfinder. PF has the generic combat maneuvers, but that's exactly how those maneuvers feel in the game with the one-size-fits-all, and everybody-can-do-it stunts. They feel generic! To me, anyway.

Conan's combat is so exciting, espeically with the GUSTUD rule that I added (see this thread), that it's going to be hard for me to play another fantasy game that doesn't have this level of intensity. See my next post as I dissect some of Howard's combat prose and translate it into game terms.

Pathfinder doesn't turn out that type of combat.



Great game & great stuff. Thanks again for posting all of this.

Thanks, again!
 

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