Supplement Four
Mongoose
I'm making the combat in Conan more visual--more like the gritty, gory combats we read in the stories. I want more out of the game than just to dots on a map that are considered to be locked into melee. I want the combat encounter to be more simulated--more roleplayed.
Akin to how you can play a thief picking a lock. You can simply have the player playing the thief to roll his Lockpicking skill and see if he succeeds or fails. Or, you can go old school and have the player describe how he is approaching the lock. What he does. How exactly he does it. "I approach the door, but without touching it, I get down on one knee and peek through the key hole. Do I see anything on the other side?"
I want combat in the game to flow like this--like I'm living through a fantastic fight scene in a gripping novel.
The basic Mongoose Conan system works pretty well for what I want to bring to my game, but I've found I've got to tweak it just a bit.
Here's my thoughts...
First off, I'm using the optional Dynamic Defense Rule, which means a parry or a dodge is rolled using a d20 plus modifiers instead of a static defense number. If you think about it, a character's parry or dodge AC is really just a roll where the player is "Taking Ten" on his defense.
Since the combat round is only six seconds long, it's much easier to consider each attack roll as an actual swing. Under normal d20 3.5 rules, the attack roll is an abstraction of what really goes on in the combat. A single hit could mean the attacker swung three times and hit on the fourth, swung and hit only once, or a number of unlimited combinations. Under my tweak, each actual dice throw represents an actual swing.
When the combat begins...
1. The attacker describes his attack.
2. Then the defender decides how he will defend himself.
3. Dodges are rolled before attacks, and one dodge throw is used for all attacks.
4. Parries are rolled after attacks, and one parry is rolled per attack.
One of the things I like about this system is that it gives a character that is good with Dodge a reason to use his Parry and not always stick with Dodge.
Let's look at an example of how the system works.
Let's say a Vanir is using a broadsword and shield, combating a Cimmerian who is using a battleaxe.
1. The player (GM) playing the Vanir describes the Vanir's attack. "He takes a step and jabs fiercely with the point of his broadsword, trying to run you through, and then follows the jab with a swing of his shield, attempting to slap the hard edge of his shield into your face." The Vanir is attacking with two weapons, of course, using the standard rules and modifiers.
2. The Cimmerian player announces his defense. "I sidestep right, avoiding both blows." The Dodge is rolled first, so the defending player rolls a total of 13.
3. Now, the Vanir rolls both his attacks, first for the sword thrust as he described, then for the shield blow. Both attacks are compared to the defender's Dodge 13. The Vanir scores an 18 with the sword and a 12 with the shield bash.
4. Since the sword hits, the Dodge is not successful, and the defender will not move to another square. Damage is applied for the sword thrust. The shield did not connect, though.
Akin to how you can play a thief picking a lock. You can simply have the player playing the thief to roll his Lockpicking skill and see if he succeeds or fails. Or, you can go old school and have the player describe how he is approaching the lock. What he does. How exactly he does it. "I approach the door, but without touching it, I get down on one knee and peek through the key hole. Do I see anything on the other side?"
I want combat in the game to flow like this--like I'm living through a fantastic fight scene in a gripping novel.
The basic Mongoose Conan system works pretty well for what I want to bring to my game, but I've found I've got to tweak it just a bit.
Here's my thoughts...
First off, I'm using the optional Dynamic Defense Rule, which means a parry or a dodge is rolled using a d20 plus modifiers instead of a static defense number. If you think about it, a character's parry or dodge AC is really just a roll where the player is "Taking Ten" on his defense.
Since the combat round is only six seconds long, it's much easier to consider each attack roll as an actual swing. Under normal d20 3.5 rules, the attack roll is an abstraction of what really goes on in the combat. A single hit could mean the attacker swung three times and hit on the fourth, swung and hit only once, or a number of unlimited combinations. Under my tweak, each actual dice throw represents an actual swing.
When the combat begins...
1. The attacker describes his attack.
2. Then the defender decides how he will defend himself.
3. Dodges are rolled before attacks, and one dodge throw is used for all attacks.
4. Parries are rolled after attacks, and one parry is rolled per attack.
One of the things I like about this system is that it gives a character that is good with Dodge a reason to use his Parry and not always stick with Dodge.
Let's look at an example of how the system works.
Let's say a Vanir is using a broadsword and shield, combating a Cimmerian who is using a battleaxe.
1. The player (GM) playing the Vanir describes the Vanir's attack. "He takes a step and jabs fiercely with the point of his broadsword, trying to run you through, and then follows the jab with a swing of his shield, attempting to slap the hard edge of his shield into your face." The Vanir is attacking with two weapons, of course, using the standard rules and modifiers.
2. The Cimmerian player announces his defense. "I sidestep right, avoiding both blows." The Dodge is rolled first, so the defending player rolls a total of 13.
3. Now, the Vanir rolls both his attacks, first for the sword thrust as he described, then for the shield blow. Both attacks are compared to the defender's Dodge 13. The Vanir scores an 18 with the sword and a 12 with the shield bash.
4. Since the sword hits, the Dodge is not successful, and the defender will not move to another square. Damage is applied for the sword thrust. The shield did not connect, though.