Good, I have your attention. I criticise and suggest, but the OGL Conan system is not broke, just jumbled a bit IMO. It is a good system of resolution if done smoothly across the board. Also, the system is overburdened with Feats, many rightfully should have been Skills. Feats, more or less, are geared towards supporting class levels and sometimes racial background. This is not bad in itself, but because of the way you figure Skill bonuses and Feats, this makes it difficult for a player to customize the character as they would like to. Due to the fact that d20 requires you to roll over a figured value for success, the value needed for success must grow exponentially compared to the difficulty of the situation and the number of Feat bonuses allowed by the player. This also restricts adding Skills to your character right off from the start in order for them not to be too powerful at the beginning (otherwise, class levels are meaningless). What happens is that you must increase the difficulty of the situation so as to not make it easy on high powered characters. The limitation on Class Levels is a direct consequence of this. I hope the following suggestions will give an alternative to some of these issues. I think once play-tested, this will work for the system and allow easier play. I wish I had time to present a more detail working of these ideas, some will probably need more adjustment.
First a little note on Level advancement. I think there is justification for using Levels. Particularly as it is a direct reflection on pure living experience that you cannot get any other way. But Skills and such, can have initial ranks unrelated to living experience. Levels are also a way of giving incentive to good role-playing and certain ability advancement. Age is also a factor that should actually limit Level advancement and may actually decrease abilities. So I am not against Levels in itself, as long as they relate to living experience and not to Skill choice. Feats are an entirely different matter, and I will go over that a little later.
Also, a note on Experience Points and Level advancement. I always thought this was way over done. Players tend to get out of hand just to get another bunch of EP so they can advance a level. I would not use direct spending of EP as a requirement for Level advancement by itself. Keep EP awards low, allow less points required for Level advancement, and tie in Levels to Age. If the player wishes to start out at 5th Level, make the age requirement double or more. In other words, let them have extra Levels. but penalize them with age. If they advance during play, let the advancement go easier with less aging.
Conan aged and acquired wisdom and experience along the way. But his combat skills were incredible from the beginning, unrelated to his age or experience. I keep this in mind, when justifying adding Skills from the beginning of character creation. Make all Skills available at the creation of your character. Limit them as to Class and Race if you wish. This means all class features can be made Skills or possibly Feats. Add Ranks to your Skills and allow them to be improved upon through experience. To figure the bonus needed to succeed against the DC, divide the total Skill rank by 5. This, of course, would give someone with a level 50 Skill a +10 bonus. Make a variety of Weapon Skills and allow a character to improve them as they will. This can be vary restrictive on what weapons a character can use. Not having a weapon Skill can have amazing role-playing consequences. Also this would tie in your class features with Skill use directly, and do away with having separate resolution checks. This means your base attack bonus will now be dependent on your Skill with the weapon or type of attack, and not your Level. Key abilities will add directly to your Skill Rank. An Untrained Skill Rank would equal just your key ability (or abilities if you like) and any Feats applicable.
Take a good look at Feats and evaluate each one as to whether or not it would fit more comfortable as a Skill, such as Acrobatics. Keep the Feats geared toward Level advancement, that’s not a real serious problem. But if you wish, allow further advancement of the Feats through direct experience point spending, but keep the requirements the way they are and make the cost high per each bonus. Some Skills should actually be Feats, particularly those involved with thievery and secretive groups, such as Priests. Somethings are only taught or given as a secret ability, when the person has advanced in Rank in an Order, for example. This would give good reasoning for some skill like Feats, and tie it into the Hyborian Age. All Feats will then be used a modifiers to your Skill Check as usual.
The Base Defenses used in this game, lowers the defenses of the character that has high Skills in weaponry, regardless of his Rank. Obviously, BD is basically a way to figure the DC for the opponent. This might work ok for attacking some creatures or such, and even then I would wonder. If you are being attacked, I would think it stands to reason you would put forth your best effort and your Skill with your weapon to Parry. Part of a Weapon Skill, is being able to shift and dodge, it does not have to be split from the Weapon Skill. If you do not have a weapon, you would use your best unarmed skill and use that. Many weapons are designed to defend as well as attack, if your weapon is not designed to defend, you need to learn to dodge real well and hope your abilities can help you. Dodging becomes a Skill and perhaps a form of Feat. If you do not have Dodge as a Skill, you would then have to use it as an Untrained Skill. Size and such would be a modifier as usual. Defense is not necessarily an automatic feature of combat. Melee Skills are a deciding factor. Those without skills in combat, are at a decidedly disadvantage. To give them a bonus that is nearly equal to those characters that are highly skilled in combat, is unbalanced. Dropping Base Defense, and using Skill Checks, is one less thing you don’t have to bother with.
The way a Skill Check would work is first divide your Skill Rank by 5, this equals your Base Skill Bonus. Roll 1d20 and add to the BSB as modified by adding Feat Bonuses and modifiers dependent on environment. This is your Skill Score. Figure your DC and subtract from your Score. DC for combat would equal your opponents BSB plus defensive Feats and modifiers. Players will really be thinking of how to beat someone of nearly equal Skill. Cultivating Feats would still be a high priority.
Saving Throws should be based strictly on your character’s abilities and Level. A Saving Throw should be a last ditch effort on the character’s part, and would be a Free Action by default. Giving different bonuses based on Class and then allowing summing the bonus by Multi-Classing is problematic. You will Multi-Class, after all, that’s the best option. I see no reason to slight a Class considering the vary nature of having a Saving Throw. Just give bonus based on Levels and Abilities. If this bothers you a great deal, look closely at Skills as a source to add a bonus to your Saving Throw. Some Skills or Feats such as Acrobatics, may improve a Saving Throw. But I would not as a general rule allow this, except if you are in the middle of using a Skill or Feat, and needing the bonus is not the reason you used the Skill or Feat. If in doubt, use Untrained Skill Rank instead.
I have more suggestions on many aspects of this system that I think some people may like. Unfortunately, I have little time or the gaming group I need to work it all out. I know this may seem like a completely new system I am proposing, but it’s not. I gave the above suggestions as a way of showing I am not beating up on the system just out of bias for my home brew system. I feel many systems were lacking when first devised, and later additions may not have been integrated fully. Also, play-testers and designers may have been more eager to get the show on the road, than fully thinking about what they were adding to the game. By integrating, I mean to say that you have one way to resolve all actions, combat or otherwise.