Hi guys, I'm the publisher and writer of the Codex Martialis, I was alerted that y'all were discussing the system here and I thought I would introduce myself and see if I could help out with some integration ideas.
I'm glad to see some people looking at Codex for Conan RPG, I am a big fan of the original Robert E Howard Conan novels myself and I always thought it would be a good fit. Someone posted to our forum last year that they were going to try something like this, but I never did get to learn any details.
So first of all, specifically on the issue of reach and speed. I hope you will forgive a somewhat long-winded dissertation
Supplement four already explained the '
Martial Pool' idea where you have four dice to play with each round. That is one part of the system.
The second part is that in the Codex we recognize three range bands in combat, based on those described in the fencing manuals from the early Renaissance. These are
Onset, Melee, and
Grapple. Onset is the range leading up to where you are close enough to hit and it's where spears have the advantage over swords; melee range (called "
krieg" range in German fencing manuals) is where you can hit without taking a step, this is where swords do best; and finally grapple range where weapon defense bonus doesn't count and medium or large sized weapons are less effective, this is where daggers are ideal.
In a fight between a guy with a spear and a guy with a machete, say, the spearman will try to stay at Onset range. This can be done a number of ways, he can "maintain range" by making only two-dice attacks, or only one attack in the round, or he can move back to Onset range by spending a die (one of his 'Martial Pool').
The third part of the combat system which Supplement Four didn't mention yet is the
Martial Feats. These are special traits you pick up when you level up (separate from standard Feats) which allow you to specialize your fighting style and take advantage of characteristics of different weapons.
So for example a spear fighter may take the MF
Sidestep, which allows him to make a step instead of getting an Attack of Opportunity against for example someone trying to close to Grapple range (very bad for a spearman, great if you have a dagger). Or he can get
Distance Fighting, which gives you a free dice for any void (I think that is similar to a Dodge in Conan RPG), or
Point Control which gives you a Free Dice in an AoO against anyone attempting to close in to grapple range, or
Half Staff which makes his spear more effective for defense at all ranges (by using it like a staff when you are close).
And if you simply have the standard SRD
Mobility Feat this gives you the ability to spend an extra dice (Martial Pool) on movement every round, which is very helpful for maintaining range. You use these Martial Feats when you are building up your character to become specialized in different fighting styles, based on real historical fighting techniques from German, Italian, Japanese, Filipino, and Chinese Martial Arts.
As for adapting some of this to Conan RPG, generally in the Codex the rule of thumb we use is to confer a 'Free Dice', an extra die for your die roll and you take the highest roll, rather than a +2 or -3 or what have you, to cut down on the amount of arithmetic and keep the game moving faster. It's also a fun dynamic because it improves the luck. So for example what makes shields very effective in the Codex rules is that they give you a 'Free Dice' every time you spend one or more Dice on Active Defense. Or when dealing with missile weapons, each 25% cover you have gives you an extra 'Free Dice' for Active Defense.
So one really simple way you could give an advantage to longer weapons in Conan RPG is to just give a 'Free Dice' to whoever has the longer weapon in the start of a fight (or for as long as they are at Onset range) and give a 'Free Dice' in subsequent attacks (or when they are at Melee range) for the shorter / faster weapon.
G.