Conan RPG Questions

rgrove0172

Mongoose
Ill be asking some questions as I read through the rules. (Yes my Rulebook and supplements finally arrived!) Thanks in advance for any help.

1. Ability Score Improvement – it seems that with automatic ability increase most characters, as they already start with comparatively high stats, will be topping the charts eventually. Doesn’t it take some of the individualism out of the characters when they are all running around strong as an ox, quick as a fox, staunch as a bull moose, etc? Im thinking about a career thief, a master of his trade – 18th level or something. He still shouldn’t have massive strength. According to the rules however he would have had 4 automatic increases to his strength by then. Unless he started very, very low on the scale he is going to be pretty stout.

2.Travel - There some good info in the movement rules on page 12 and 13 but I don’t see and easy way to determine daily travel distance of a character wishing to hustle or intermittently run such as is mentioned in the text. There is a provision for hustling long periods, fatigue and HP loss etc, but nothing on how much distance they will travel. Sure I can do a little math in there but I would think there would be a simple provision for it.

3.Languages – is there a master list of languages somewhere?

4.Mighty Blow Fate Use – Do you include an automatic Critical Hit with this option?

5.Reputation – The Temporary Reputation DC is reduced after the first month or so but the Reputation Modifier is always in place, right?
 
1. the improvement to all abilities is to represent the fact that you actually grow as you gain experience and age instead of the very minor changes the single ability increases afford. also by the time your at lvl 18 your a legend, an effective 'epic' character in the hyborian age and are supposed to be over the top. also with the 20 lvls cap and the non exsistence of magic and magic items to permanantly increase stats you really need this. personally i think normal d&d would benefit from this, really makes you feel like your character is actually improving at his core not just in skills and feats.

2. not really that important but it would have been nice wouldnt it.

3. no it doesnt but you could house rule that it does.

4. not sure ill have to check it up again.
 
rgrove0172 said:
Ill be asking some questions as I read through the rules. (Yes my Rulebook and supplements finally arrived!) Thanks in advance for any help.

1. Ability Score Improvement – it seems that with automatic ability increase most characters, as they already start with comparatively high stats, will be topping the charts eventually. Doesn’t it take some of the individualism out of the characters when they are all running around strong as an ox, quick as a fox, staunch as a bull moose, etc? Im thinking about a career thief, a master of his trade – 18th level or something. He still shouldn’t have massive strength. According to the rules however he would have had 4 automatic increases to his strength by then. Unless he started very, very low on the scale he is going to be pretty stout.
Well, the reletave difference between stats is still there. Also some characters may have age modifiers by the time they make 20. However generally yes, the high level characters will be more buff in general. This is just part of the class/level system as they also improve in BAB, Saving throws, skill points, feats, etc. Higher level = better in all respects. I don't feel that this is out of line with the swords 'n sorcery feel.

2.Travel - There some good info in the movement rules on page 12 and 13 but I don’t see and easy way to determine daily travel distance of a character wishing to hustle or intermittently run such as is mentioned in the text. There is a provision for hustling long periods, fatigue and HP loss etc, but nothing on how much distance they will travel. Sure I can do a little math in there but I would think there would be a simple provision for it.
You just have to do the math. And there shouldn't be much need as it ought not to come up that often. IMC travel usually happens at the speed of plot!

3.Languages – is there a master list of languages somewhere?
Credit to Conan-The-Librarian
Acheronian
Afghuli
Aquilonian
Argossean
Bakalah
Bamulah
Black Coast
Bossonian
Brythunian
Cimmerian
Corinthian
Darfari
Demonic
Ghanatan
Hyperborean
Hyrkanian
Iranistani
Keshani
Kezankian
Khitan
Kosalan
Kothic
Kushite
Nemedian
Nordheimer
Old Stygian
Ophirean
Pictish
Puntan
Shemitish
Southern Islander
Stygian
Suba
Talking Drum
Tibu
Tombalku
Vendhyan
Wadai
Yeutshi
Zamorian
Zembabwean
Zingaran

4.Mighty Blow Fate Use – Do you include an automatic Critical Hit with this option?
Though about it but decided no. With Mighty Blow you can turn most confirmed crits into Massive Damage. I would rather have the randomness of the d20 roll for that.


Hope that helps.
 
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