rabindranath72
Mongoose
Someone in a recent thread mentioned a Basic Conan, a game which could be picked up and played without a long startup time.
I guess this idea can be tied with other recent discussions about grittiness and systems other than d20 to play Conan.
Being a d20 game, it is not easy to start a new game with new people, unless they know d20. And even in these cases, it takes quite a lot of time to create a PC. And long creation (and maintenance) times can reduce the grittiness of the game; why? Because the GM can be loathe to kill characters which have taken hours to create. One of the sources of grittiness of previous D&D versions was the fact that TPKs were always possible since the DMs were not afraid to pull punches. PCs could easily die at the first session; character creation only took a few minutes. It also helped that the choices of race and class were quite limited and easily understood.
I guess these aspects are among the main things which some do not like about d20, so they move to other games. But it can be frustrating to have a nice book, and not using it (at least, this is so for me).
So, the idea: can the core d20 Conan book be used to have an easy pickup game, without going to other games? This obviously implies choices, which may not be easy to carry out. Someway one should simplify and streamline things, but the core idea is to use the whole book as a "toolbox".
My proposal for a Basic Conan
- Maximum level is 6th, for a heroic-level campaign (see the E6 rationale).
- Defences are replaced by Armor Class (calculated as 10+Dex mod.+shield mod.+armor DR+size mod.)
- Magic attack roll is replaced by a static DC=10+MaB+Cha mod.
- Feats for favoured class are preselected. Bonus level feats are removed (option: free choice of bonus level feats)
- Skill points are removed. Class skills are preselected and automatically maximised (option: except for one free skill choice). No bonus skills for intelligence.
- Background skills are removed
- The list of classes is limited
- The list of races is limited
- Attacks of opportunity are removed (as also suggested in the core Conan AE) or reduced in scope.
Classes
The following classes are the ones which more commonly appear in Conan stories, and are the most flexible w.r.t. campaign types. Scholar are automatically assumed to be sorcerers.
Soldier
Class Feats: Weapon focus (1), Power Attack (2), Weapon specialisation (4), Cleave (6) - Favored class feat: Exotic weapon proficiency (1), Improved initiative (5)
Skills: Intimidate, (Ride)
Barbarian
Favored class feat: Great fortitude (1), Toughness (5)
Skills: Survival, Ride, Intimidate, (Move silently)
Thief
Favored class feat: Lightning reflexes (1), Sneak subdual (5)
Skills: Climb, Hide, Listen, Move silently, Open lock, Sleight of hand, Disable device, (Decipher script)
Sorcerer
Favored class feat: Skill focus (1), Ritual Sacrifice (5)
Skills: Decipher script, Craft (herbalism), Craft (alchemy), Perform (ritual), Knowledge (arcana), Knowledge (religion), Knowledge (history), (Heal)
Races
Analogous to classes, we choose races which naturally pair with classes to get strong archetypes.
Hyborian (base), Gunderman (soldier), Cimmerian (barbarian), Zamorian (thief), Stygian (sorcerer)
I guess this idea can be tied with other recent discussions about grittiness and systems other than d20 to play Conan.
Being a d20 game, it is not easy to start a new game with new people, unless they know d20. And even in these cases, it takes quite a lot of time to create a PC. And long creation (and maintenance) times can reduce the grittiness of the game; why? Because the GM can be loathe to kill characters which have taken hours to create. One of the sources of grittiness of previous D&D versions was the fact that TPKs were always possible since the DMs were not afraid to pull punches. PCs could easily die at the first session; character creation only took a few minutes. It also helped that the choices of race and class were quite limited and easily understood.
I guess these aspects are among the main things which some do not like about d20, so they move to other games. But it can be frustrating to have a nice book, and not using it (at least, this is so for me).
So, the idea: can the core d20 Conan book be used to have an easy pickup game, without going to other games? This obviously implies choices, which may not be easy to carry out. Someway one should simplify and streamline things, but the core idea is to use the whole book as a "toolbox".
My proposal for a Basic Conan
- Maximum level is 6th, for a heroic-level campaign (see the E6 rationale).
- Defences are replaced by Armor Class (calculated as 10+Dex mod.+shield mod.+armor DR+size mod.)
- Magic attack roll is replaced by a static DC=10+MaB+Cha mod.
- Feats for favoured class are preselected. Bonus level feats are removed (option: free choice of bonus level feats)
- Skill points are removed. Class skills are preselected and automatically maximised (option: except for one free skill choice). No bonus skills for intelligence.
- Background skills are removed
- The list of classes is limited
- The list of races is limited
- Attacks of opportunity are removed (as also suggested in the core Conan AE) or reduced in scope.
Classes
The following classes are the ones which more commonly appear in Conan stories, and are the most flexible w.r.t. campaign types. Scholar are automatically assumed to be sorcerers.
Soldier
Class Feats: Weapon focus (1), Power Attack (2), Weapon specialisation (4), Cleave (6) - Favored class feat: Exotic weapon proficiency (1), Improved initiative (5)
Skills: Intimidate, (Ride)
Barbarian
Favored class feat: Great fortitude (1), Toughness (5)
Skills: Survival, Ride, Intimidate, (Move silently)
Thief
Favored class feat: Lightning reflexes (1), Sneak subdual (5)
Skills: Climb, Hide, Listen, Move silently, Open lock, Sleight of hand, Disable device, (Decipher script)
Sorcerer
Favored class feat: Skill focus (1), Ritual Sacrifice (5)
Skills: Decipher script, Craft (herbalism), Craft (alchemy), Perform (ritual), Knowledge (arcana), Knowledge (religion), Knowledge (history), (Heal)
Races
Analogous to classes, we choose races which naturally pair with classes to get strong archetypes.
Hyborian (base), Gunderman (soldier), Cimmerian (barbarian), Zamorian (thief), Stygian (sorcerer)