Atlantean edition vs. 1st. edition

The thing is that the AE edition clarifies many things.

A pdf errata would have been made of something like 12 pages but it would have been preferable to nought. I remember that Decipher has also many mistakes in almost all its 1st printing of the Lord of the ring, but they did provide errata as well as a second printing.

Moreover the page count for AE edition is 360 while for the 1st printing it amounts to 352.
 
Skills E-P
  • Escape artist:
    o Table entry for Rope is made clearer. Escape Artist DC where ropes are the Restraint is the Binder’s Rope Use skill check at +10.
    o The Action paragraph is changed:

    Action: Making an Escape Artist check to escape from rope bindings, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping from a net is a full-round action. Escaping from a grapple or pin is a standard action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the space is.
  • Heal: The table entry “Treat Caltrop Wound” has been removed from the skill description, as has the paragraph entry titled “Treat Wound that Reduces Base Speed”. This rule seems to be omitted entirely from other relevant sections as well.
  • Knowledge: The last field of study provided as an example, “The Planes”, has been removed.
  • Listen: The values in the Listen Check Modifier table are changed:

    Listen Check Modifier
    Code:
    Listen DC
    modifier   Condition
    +5         Through a door
    +15        Through a stone wall
    +1         Per 10 feet of distance
    +5         Listener distracted
  • Open Locks: The paragraph titled “Untrained” is omitted. This is consistent with the normal rules for using “Trained Only” skills untrained, however, in that a lock could still be opened conceivably or it could be damaged enough to render it useless (via Smashing it).
  • Perform:
    o Keyboard Instruments are no longer an example presumably because they do not fit the Conan genre.
    o The denominations in the table have changed entirely:
    Code:
    Perform Check DCs
    Perform DC   Performance
    10           Routine performance. Trying to earn money by playing in public is                       essentially begging. You can earn 1d4 silver quarters per day.
    15           Enjoyable performance. In a prosperous city, you can earn
                 2d6 silver quarters per day.
    20           Great performance. In a prosperous city, you can earn 1d8 silver                         pieces per day. In time, you may be invited to join a professional                       troupe and may develop a regional reputation.
    25           Memorable performance. In a prosperous city, you can earn 3d6 silver                     pieces per day. In time you may come to the attention of noble                           patrons and develop a national reputation.
    30           Extraordinary performance. In a prosperous city, you can earn 6d6 silver                 pieces per day. In time you may come to the attention from distant                       potential patrons, or even from demons of other worlds.
 
Sutek said:
lol...like I said folks. I'm laid off...I have a lot of free time... :lol:

The most difficult taks is the friggin tables. I dont'really know how the "code" tag works and going backl and lining those things up properly is a b*tch.

If anyone is hip to an easier way to do it or whatever, that'd be really helpful.
did you try to scan the table?
Anyway it is really nice for those who are still with the 1st printing, sharing your free time.
 
Glad to be of service to the Conan Community at large.

I do have some questions that are croppingup as I go through, and you folks may notice some odd things in the write-ups that are either vagueries or places wher eI'm not sure why the change exists.

One example is that in the Heal skill, the ability to remove hinderance to base move is omitted. Is this because Base Move can't be hampered and they didnt'realize it until AE? Not sure. I'm flagging stuff liek that and weill start a separate thread, attn design team.

Stuff like the table change for the Perform skill are really huge, and are not even mentioned in the "Changes" document Mongoose ahs already provided.
 
Skills Q-Z
  • Sense Motive:
    o The table has changed, although I’m not quite sure why:

    Sense Motive Check DCs
    Code:
    Task                    Sense Motive DC
    
    Hunch                   20
    Sense Hypnotism         20
    Discern secret message  Varies

    o Instead of Sense Enchantment the subsequent text reflects the new rule for Sense Hypnotism.

    Sense Hypnotism: You can tell that someone’s behaviour is being influenced by a hypnotism effect (see Sorcery) even if that person is not aware of it.
  • Sleight of Hand:
    o The second paragraph, first sentence has changed:

    You can hide a small object (including a light weapon or an easily concealed ranged weapon, such as a dart or sling) on your body.
  • Survival:
    o In the table, it is now clarified for the DC10 attempt that no food and water is necessary for yourself if moving half you overland speed while hunting and foraging.
    o The last Synergy for knowledge (the planes) is omitted.
  • Swim: There is no DC table for the skill in the AE edition. It appears in the original edition, so for inclusiveness, it should be as follows:

    Swim Check DCs
    Code:
    Water            Swim DC
    
    Calm water       10
    Rough water      15
    Stormy water     20*
    * You cannot take 10 on a Swim check in stormy water, even if you aren’t otherwise being threatened or distracted.

[*]Rope Use: The Special entry is changed to drop references to the animate rope spell.
 
Feats:
  • Alertness: There is no longer a Special benefit regarding a master and his familiar being at arm’s length.
  • Gunderland Pike-and-Shield Fighting (General): Benefit: You may wield a large shield and pike simultaneously, without penalty to the use of the pike. The large shield grants a +3 bonus to Parry Defence rather than its full +4, however. In addition, the shield confers its full +4 shield bonus to you Dodge Defence when dodging ranged attacks.
  • Improved Unarmed Strike (General): Add the following sentence at the end of the Benefit: You may also parry attacks without penalty when you do not have a weapon, shield or other object in your hands.
  • Intricate Swordplay (General): Prerequisites have changed to Weapon Focus (broadsword or arming sword), Parry, Combat Expertise, Cha 13. Also the wording in the Benefit has changed to “…and are wearing no heavier than medium armor, you may add your Charisma bonus as a parry bonus to your Parry Defense.
  • Leadership (General): In the table, for the number of followers by level for 1st level, the column only goes up to 800 at a Leadership score of 28. This may be a typo, but honestly – 800 loyal guys is pretty good, don’t you think?
  • Mobility (General):
    You are better able to defend yourself when on the move.
    Prerequisites: Dex 13+, Dodge.
    Benefit: You gain a +4 Dodge bonus to you Dodge Defense against attacks of opportunity caused when you move out of or within a threatened area. If you cannot dodge, then this bonus has no effect. Dodge bonuses stack with each other, unlike most other types of bonuses.
  • Mounted Combat (General): Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check is greater than the opponent’s attack roll. Essentially, the Ride check result becomes the mount’s Dodge Defense if it is higher than the mounts regular Dodge Defense.
  • Parry: Benefit:You gain a +1 bonus to Parry Defense.
  • Quick Draw (General): Benefit: You can draw a weapon as a free action instead of as a move action. So long as you are able to parry an attack (when you are no flat-footed, for example) you can draw a weapon in response to being attacked, enabling you to use your full Parry Defesse against the attack even if you did not have a weapon drawn before. You can draw a hidden weapon (see Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks, much like a character with a bow.
  • Ranged Finesse (General):
    Given sufficient time to aim, your ranged attacks find their way between gaps in your foe’s armor.
    Prerequisite: Precise shot.
    Benefit: You may take a full-round action to line up an attack with a ranged weapon. You must aim at a specific target. (The act of aiming provokes an attack of opportunity, just as if you had attacked with the weapon.) If, on your next turn, the target is within 30 feet and has not moved more than 30 feet since his last action, you may attempt to finesse past his armor with your ranged attack. You can also ready an attack while aiming, but you must have been aiming at the same target continuously for at least one round in order to attempt to finesse. If you lose sight of your target or attack a different target, your aim is broken. Aiming requires your full concentration and you must make a Concentration skill check if you suffer distraction (see pg. 158*). If you are able to make more than one attack in a round, then only you first attack benefits from any aiming and subsequent attacks may not be made as finesse attempts. If you are using a bow, you can continue to aim for a number of rounds equal to 5 + your Strength modifier, after which you take one point of non-lethal damage for every round on which you continue to aim.
    (*This is the page number indicated in the AE, although the actual page with Concentration and distractions is pg82 in that book. In the first printing, the proper page to consult is pg88.)
    Normal: Ranged attacks cannot ordinarily be finessed.
  • Reflexive Parry (General): Benefit: You can still parry if caught flat-footed or struck by an invisible attacker. You do not become able to parry when grappled or helpless, however.
  • Shot on the Run (General):
    Prerequisite: Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4.
    Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
    Special: A soldier may select Shot on the Run as one of his soldier bonus feats.
  • Sneak Subdual (General): Prerequisites: Ability to sneak attack, base attack bonus +1
  • Stunning Attack: Benefit, fifth sentence: A stunned character may not act and can neither dodge nor parry. The rest of the paragraph is the same.
  • Tortured Sacrifice (Sorcery): Benefit: Add the following sentence to the end: You only gain the PP when the victim dies, not during the torture. It is impossible to gain any new power by torturing a victim for a little while, healing him and then torturing him some more.
  • Track (General): The note after Special dealing with the Pass Without Trace spell is omitted in AE because that is not a Conan:RPG spell.
  • Whirlwind Attack (General):
    You lash out at any available target, dispatching foes all around you with terrifying speed.
    Prerequisite: Int 13, Dex 13, Dodge, Mobility, Combat Expertise, base attack bonus +4.
    Benefit: When you use the full attack action, you can give up your regular attacks and instead make one attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks gained by other feats, spells or abilities.
 
Next up, the equipment chapter, although I don't think there's anything in ther , honestly. If there isn't, then it's on to Combat, and that one has a bunch of new tid-bits...

8)
 
Sutek said:
Next up, the equipment chapter, although I don't think there's anything in ther , honestly. If there isn't, then it's on to Combat, and that one has a bunch of new tid-bits...

8)
I believe the equipment chapter has only new pictures.
 
There was actual;ly more than I'd have thought, but much of the changes were either page references, table references or the swap in terminology from DV to Dodge or Parry Defense. The book, by the way, spells it "Defence", and "Armour" and so on, but I believe my American version prefers "Defense" and "Armor" so that's what I stuck with for my own sanity.

So without further adieu...
 
Equipment:
  • Reach Weapons: Add this as the last sentence:

    The wielder of a reach weapon can still parry as adjacent foe’s attacks with it, even if he cannot attack the foe.
  • Thrown Weapons: No tables are numbered in the AE so references like “table: 6-1” are irrelevant. It’s obvious what the weapons tables are anyway.
  • Weapons tables:
    o Damage for Strike, unarmed is 1d3.
    o Entry for Sling and Sling bullets are added to the weapon table under Simple Two-handed Melee Weapons instead of Martial Ranged weapons.
  • Weapon Descriptions: There’s a nifty little table for War Swords now that tells you exactly what they can be used for and when:
    Code:
    Movement       Hands Used       Classification       Finesse?
    
    Mounted        One Handed       Martial              No
    Mounted        Two Handed       Exotic               Yes
    On Foot        One Handed       Exotic               No
    On Foot        Two Handed       Martial              Yes
  • Broken Akbitanan Weapons: Although the title states that it only deals with Akbitanan types, it really deals with any broken weapon. It is just after the Akbitanan weapon section and before Armor:

    Broken Akbitanan Weapons
    Broken weapons count as improvised and so beatow a –4 non- proficiency penalty to attack rolls and a –1 penalty to Parry Defense when used to parry. A weapon must be at least a one-handed melee weapon to be useable when broken. Light weapons are destroyed outright.

    Treat a broken one-handed bladed weapon as a poniard and a broken two-handed bladed weapon as a scimitar or arming sword, depending on the size. Broken weapons only ever inflict slashing damage, as they no longer have sharp points. A broken weapon has the same hardness it originally had and the same number of hit points as a poniard or scimitar. All broken weapons (like improvised weapons) score critical threats only on unmodified rolls of 20.

  • Armor:
    o References to the armor table as being Table: 6-3 are omitted. It’s just called “The Armor Table” in AE.
    o Paragraphs for Maximum Dex/Dodge: have all changed to incorporate the update to the Dodge Defense concept rather than mere DV. The paragraphs are as follows:

    Maximum Dex/Dodge: This number is the maximum Dexterity bonus to Dodge Defense that this type of armor allows. The Dexterity bonus that you add to your Dodge Defense cannot exceed this number while you are wearing the armor. Heavier armors limit mobility, reducing the wearer’s ability to dodge blows. This restriction does not affect any other Dexterity-related abilities. Your Parry Defense is unaffected by the armor you are wearing.

    Even if a character’s Dodge Defense is effectively +0 because of armor, the character can still dodge. He is not counted as ‘unable to dodge’ for the purposes of sneak attacks.

    You character’s encumbrance (the amount of gear he carries) may also restrict the maximum Dexterity bonus to Dodge Defense that he can use.

    Shields: Shields do not affect a character’s maximum Dexterity bonus to Dodge Defense.

  • Getting into and out of Armor: The entry for “Don Hastily” has changed:

    Don Hastily: This column tells how long it takes to put the armor on in a hurry. The armor check penalty and Damage Reduction for hastily donned armor are each 1 point worse than normal.
  • Shields: The third paragraph under the main heading has changed, replacing “Defense Value” with “Dodge Defense”. The same is true in the fourth paragraph where “Defense Value” is changed to “Parry Defense”.
 
Sutek,

I think the Mongooses told us that the money you earned with Profession checks had been changed to a value fitting the Hyborian setting. How much is it?
Also, I remember somebody said there had been changes in the feats the creatures possesed. Is this true?

By the way, thanks a lot for making this thread. I bought 1st edition and, well, I had to skip AE in order to buy the sourcebooks -all of them in fact. Hope they will release a errata like this in the future, though.
 
I did that. It's under the Profession Skill above. It's all in silver now. let me see if I can pinpoint the exact post for ya...

Yep. here it is, but it's the Perform skill and it's at the bottom of this post. If Profession also changed, I'm pretty sure I would have caught it an put an update in there, but I'll double check when I get home.

:wink:
 
I purchased the pocket core rulebook few months ago, and only later heard that the AE hardback has material that the paperback does not, including stats on animals, monsters, etc.
Can anyone be saintly and list this info?
I am looking into also getting the hardback AE, but need a little more data on what it has as opposed to the paperback core rulebook.

Thanks.
 
I think the pocket guide is only missing the bestiary and maybe some geography articles. I'm not even sure if the errata that I'm listing are updated in the PG, so check that out as well.
 
...as for the Profession question, it simply says you earn up to half your Profession check result in Silver per week. Each roll represents a week worth of working at your job, so trying again only means spending another week.

It refers back to Craft, Knowledge and Perform, so whereever there is any cross-over, I'd suggest using those skills to iron out discrepancies or other stumbling blocks.
 
Thanks again, Sutek

And Yogah, I know it is not the same, but there's a set of documents in the Internet called SRD (I do not remember what does this stand for). They are in the Wizards of the Coast site, if I recall correctly.

The SRD includes the all the rules for D&D, including a set of animals. The rules are slightly different from Conan, but the versions of those animals in the Conan corebook are like those, but modified to fit the new initiative & dodge progression as well as with DR when needed.

With very little tinkering, your players won't notice the difference.

Anything you can get for free can't be bad :wink: .
 
Maximo said:
And Yogah, I know it is not the same, but there's a set of documents in the Internet called SRD (I do not remember what does this stand for). They are in the Wizards of the Coast site, if I recall correctly.

The SRD includes the all the rules for D&D, including a set of animals. The rules are slightly different from Conan, but the versions of those animals in the Conan corebook are like those, but modified to fit the new initiative & dodge progression as well as with DR when needed.
It stands for System Reference Document and you can get it at wizards.com.

Here's the link for their d20 SRD page: http://www.wizards.com/default.asp?x=d20

(I'm glad I saw this message, because I keep meaning to look up SRD stuff and keep forgetting to, maybe this'll remind me :P )
 
Remeber though that Conan overrides SRD, if I'm correct in my thinking. SRD is the basis of OGL games, but any D20 game need only use a portion of that. Conan RPG has augmented lots of rules from the base SRD, so look there for help, but don't be surprised if stuff doesn't "line up".
 
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