Supplement Four
Mongoose
As I learn the Conan RPG, there seems to me to be a lot of not-well-thought-out combat options that appear in the core rulebook and in the support books as well.
For new Conan GMs, such as myself, I thought it would be good idea to have a thread where veteran GMs can list dangerous options of which new GMs should be weary.
So, please, if there's a rule in the game that you think has the potential to be a game breaker, list it here for the newbie GMs to consider.
I'll start with a few I've identified.
To The Hilt combat maneuver (2E Core Rulebook): This seems overpowered and ill-thought out to me on two counts. First, it doesn't take into account the damage of having a sword stuck in a body. Under the vanilla healing rules, a character could recover from this unbelieveably fast, requiring the healing rules to be house-ruled for this maneuver.
Second, the maneuver is too easy to use. It requires STR 13 or better and the Power Attack feat. A successful hit will get you +2 damage and most likely have your weapon stuck inside your opponent.
Explosive Power feat (Player's Guide): Even Vincent, the author of this feat, thinks its too powerful and dosen't allow it in his game. If you meet the requirements, it provides an automatic critical hit. I think this could probably be tweaked so that it provides more likely critical hits rather than automatic crtical hits.
Ballance skill use in combat (Player's Guide): If used as written, I think this makes the Ballance skill too powerful. Players will ramp up Ballance and use it for combat rather than for what the skill was intended. Even Vincent, the author of this use of Ballance, says that he doesn't use it in his game as written. He requires that a character using Ballance in this way also have a fencing or similar feat that focuses on delectate swordplay. I think if you go with Vincent's alternate reasoning, it's a good use of the skill. Otherwise, I think it has game breaking potential.
What about you veteran Conan GMs? Any other dangerous feats, combat maneuvers, or skill uses that we new GMs need to be aware of?
If so, we're all ears.
For new Conan GMs, such as myself, I thought it would be good idea to have a thread where veteran GMs can list dangerous options of which new GMs should be weary.
So, please, if there's a rule in the game that you think has the potential to be a game breaker, list it here for the newbie GMs to consider.
I'll start with a few I've identified.
To The Hilt combat maneuver (2E Core Rulebook): This seems overpowered and ill-thought out to me on two counts. First, it doesn't take into account the damage of having a sword stuck in a body. Under the vanilla healing rules, a character could recover from this unbelieveably fast, requiring the healing rules to be house-ruled for this maneuver.
Second, the maneuver is too easy to use. It requires STR 13 or better and the Power Attack feat. A successful hit will get you +2 damage and most likely have your weapon stuck inside your opponent.
Explosive Power feat (Player's Guide): Even Vincent, the author of this feat, thinks its too powerful and dosen't allow it in his game. If you meet the requirements, it provides an automatic critical hit. I think this could probably be tweaked so that it provides more likely critical hits rather than automatic crtical hits.
Ballance skill use in combat (Player's Guide): If used as written, I think this makes the Ballance skill too powerful. Players will ramp up Ballance and use it for combat rather than for what the skill was intended. Even Vincent, the author of this use of Ballance, says that he doesn't use it in his game as written. He requires that a character using Ballance in this way also have a fencing or similar feat that focuses on delectate swordplay. I think if you go with Vincent's alternate reasoning, it's a good use of the skill. Otherwise, I think it has game breaking potential.
What about you veteran Conan GMs? Any other dangerous feats, combat maneuvers, or skill uses that we new GMs need to be aware of?
If so, we're all ears.