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The Dune RPG Has A Cover!
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<blockquote data-quote="Bacon Bits" data-source="post: 8132472" data-attributes="member: 6777737"><p>I enjoyed my time with Conan 2d20. It <em>definitely </em>evokes the feel of Howards books. I can't say about the comics because I never read those. My biggest complaint is that the rulebook feels both incomplete and poorly organized, but the game itself is pretty fun. The concepts of momentum and doom are interesting and potent, and character generation is also interesting in that it's semi-random (though you should be willing to try out and discard a couple characters if you're really unhappy with what you get). It's certainly not for everyone, though, and it's definitely got faults. Higher DCs require the whole party to invest in to succeed at, which is both good and bad. Like the game rewards you for testing low difficulty, low value things over and over to build enough momentum to do something really, really powerful. It's fun if you're into it, but it also feels like you could really game it if the GM wasn't there. Magic is incredibly potent, but the rules in the books for casting spells are just wrong. There's a FAQ available online from the system author that describes how it should actually work. It's not a usable system in the books; spells are too expensive to ever cast. You are <em>not</em> buying a game system with super tight math or with rules that have been heavily playtested and polished. If that's what you need, look elsewhere.</p><p></p><p>I know that's making it sound kind of bad, but in reality those are pretty minor issues with the right group. You probably don't even want a character in your game that can use magic. If you've got a DM who is good with improvisation, who makes set piece type encounters, who likes creative solutions, who knows the lore, who focuses on story, etc. it's pretty good. The system is a bit wonky and cumbersome in the way that the less commonly played RPGs almost always are, but if you play a lot of games you know how to deal with that.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8132472, member: 6777737"] I enjoyed my time with Conan 2d20. It [I]definitely [/I]evokes the feel of Howards books. I can't say about the comics because I never read those. My biggest complaint is that the rulebook feels both incomplete and poorly organized, but the game itself is pretty fun. The concepts of momentum and doom are interesting and potent, and character generation is also interesting in that it's semi-random (though you should be willing to try out and discard a couple characters if you're really unhappy with what you get). It's certainly not for everyone, though, and it's definitely got faults. Higher DCs require the whole party to invest in to succeed at, which is both good and bad. Like the game rewards you for testing low difficulty, low value things over and over to build enough momentum to do something really, really powerful. It's fun if you're into it, but it also feels like you could really game it if the GM wasn't there. Magic is incredibly potent, but the rules in the books for casting spells are just wrong. There's a FAQ available online from the system author that describes how it should actually work. It's not a usable system in the books; spells are too expensive to ever cast. You are [I]not[/I] buying a game system with super tight math or with rules that have been heavily playtested and polished. If that's what you need, look elsewhere. I know that's making it sound kind of bad, but in reality those are pretty minor issues with the right group. You probably don't even want a character in your game that can use magic. If you've got a DM who is good with improvisation, who makes set piece type encounters, who likes creative solutions, who knows the lore, who focuses on story, etc. it's pretty good. The system is a bit wonky and cumbersome in the way that the less commonly played RPGs almost always are, but if you play a lot of games you know how to deal with that. [/QUOTE]
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