I dunno, it seems rather easy to me. Limit to martial characters (I've noticed that wizards are either badguys or NPCs), inherent bonuses, no magic items, and make use of a lot of boons. Healing surges make Conan style gameplay easier then ever before.
Naw; stock, cliche stories are just that regardless of the game used ;p.
Really though, think back to every time a character is wounded but manages to draw from their strength to push harder. Healing surge! Every time that godawful Tasslehoff did something "wacky" to an enemy. Stunt! Thief's trick!
For me, I still don't believe I'd be satisfied using 4E for Conan. There are still a lot of areas in which the crunch would make the fluff feel different for me. Different people view things differently. If I were playing through a Conan adventure as portrayed in the movies, I would probably be ok with using 4E, but I think there are a lot of things; a feel I would want to model from the original Howard books which I don't believe would mesh well with 4E.
I don't even really feel that the same 'Points of Light' feel that I got from the 4E preview books made it into the final product. I'm aware that the concept of 'Points of Light' is still the default assumption of 4E, but what I imagine in my head when I hear that, and the impression I got from reading the preview books lead me to an idea which I don't feel made it into the game; a fluff idea and feel that I don't believe the 4E crunch supports nearly as well as I'd like. ...mostly because the idea I had in my head was something closer to my vision of something like Conan; perhaps with some Dark Fantasy ideas added.
As for Dragonlance, part of the reason I asked that question was because a large portion of the original books were written around how the mechanics of the game worked at the time.
Yes yes, everythng is just a matter of opinion, in other words, nothing. Nobody is allowed to make any kind of concrete statement, ever, because if we did that, if we actually went back and looked at how the wotc was actually acting, if we read over those old threads and looked at the videos and briefings with an open mind, we might actually have to hold people responsible for their behaviour.All of which is your opinion, and nothing more. I simply will not absolve WotC, or the extreme pro-4e side of the Edition Wars, of all blame in this.
And yes, that is my opinion, and nothing more.
I think the hardest time I'd have with 4th Edition would be due to some of the problems I mentioned having with 4th in a previous post. I prefer heroes to be leading armies rather than fighting them. There are a lot of points in the Conan stories where he's leading an army, a crew of pirates, and many other things. While Conan is capable of fighting several foes at a time and winning, even he has his limits, and doing so often leads to injury. In the experience that I've had with 4th Edition (and am still having in the campaign I play in right now... even using upgraded monster stats,) the PCs still tend to annihilate the monsters.
This was especially highlighted during the session yesterday in which the party's gouge wielding barbarian was able to regularly generate more damage with at-will powers than some solos and elites could pull off with their encounter powers.
That's not to say there aren't creatures which are challenging to the party. We had a somewhat rough time with a group of Mariliths, but, in general, the party crushes the enemy. At times I find myself using daily powers more to speed up combat and get the conclusion that I already know is coming rather than because I actually need to use them.
I wouldn't use 3.5 or Pathfinder either. As a new D&D player, I remember taking the leadership feat because I wanted followers. I wanted to build a castle, become a warlord, and amass an army. It's that my dreams were crushed because I realized that no amount of low level followers could hope to even have the slightest chance against even just one creature a few levels higher. The increased power curve between levels in 3rd Edition exaggerates some of the problem.
Really though, combat wouldn't even be the main area where I'd have trouble with getting what I want. The main issue is that I would want less abstraction. Especially when it comes to non-directly combat related things. If I wanted to play a game in which I lead followers (army or otherwise,) I'm the type of person who would want some of the mundane details. Actually, in general, I would want some of the more mundane details.
If I can touch back on the subject of combat again, an example of more detail would be wanting HP to represent something less abstract; represent actual injury. Being able to grapple and choke somebody out (or even just grapple and have it actually do something) would be nice too. On that same note, I'd probably prefer active defenses for a grittier game. Being able to dodge or parry an attack would add a level of detail I would want. IMO, the more static style of defenses in D&D works because the game somewhat expects you to get hit, and you have the big chunk of HP to soak it up. With a more physical representation of HP desired, I'd want a more suited way of handling defenses to compliment that.
That's mostly personal preference. Though, some of those ideas are things that I don't know how to incorporate into D&D. As best I can tell, some of 4th Edition's design ideals were that the majority of those things I want shouldn't be important.
There's actually a lot more I was going to say, but I feel like I'm derailing the topic of the thread. It's suppose to be about 4th Edition; not just my personal views on gaming.
I think it is a perfectly valid type of commentary given the topic of the thread. My observation would be that fairly concrete combat mechanics don't result in a very heroic kind of genre. The problem is that any sort of realistic combat situation (which would presumably be the case with a highly concrete implementation) is going to have to acknowledge that melee combat is horribly dangerous and unpredictable. Thus your heroes will very rapidly run out of luck and take some deadly or utterly debilitating injury. No matter how strong, quick, skilled, etc you are you simply cannot expect to survive combat after combat in any even vaguely realistic system. In other words Conan is utterly unrealistic, and you can only really portray such heroes in a somewhat abstracted system where you can paper over just how unrealistic that kind of fiction is.
I agree that it would portray combat as being deadly. However, I view that as a plus as well as a reason to further support non-combat options. I'd prefer that 'let's just hack through it' not always be the best answer. Sometimes diplomacy and other options might actually be the smarter choice. Perhaps combat *is* the right choice, but you need to use a knowledge skill to uncover an edge or a secret weakness you can use.
Also, I find it somewhat more heroic (especially if I'm going for a gritty game) to succeed in the face of adversity. Conan often does get wounded; in many cases, severely wounded. In one of the stories, without the intervention of a deity, he would have been killed by something as simple as poison.
I will agree that Conan is unrealistic. However, part of my point is that (IMO) 4th Edition is build around ideas which are even more unrealistic. It's also important to point out that while Conan himself is larger than life and gets a boost from being the BA protagonist of the stories, the same can't be said for the other characters nor the world he lives in.
Despite the unrealistic nature of some fiction, it's not unheard of for people here in our own real world to beat the odds. The easiest example I can think of would be Audie Murphy. He was told he would never make it as a combat soldier; that he wasn't built for it. To bring up only one example when he beat the odds, he single handedly wiped out a machine gun crew, and then proceeded to use the machine gun of the crew he had killed to hunt down and destroy other elements of the enemy.
For me, I suppose it comes down to why I prefer Captain America over Superman. Both are very similar heroes. However, Cap -to me- is the better hero (in the moral sense of the word) because of his ability to succeed in the face of adversity. Likewise, he still chooses to do what he feels is the right thing with the knowledge that he can get hurt and/or killed just like anyone else would.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.