Iron Heroes Skill Groups in Conan

Azgulor

Banded Mongoose
Skill Points - my players love 'em. Seems like most people do and I know there have been numerous debates as to whether the Soldier should receive more than 2, etc. With the alternate skill system presented in Solo & Duo Play in the Conan Compendium, the +2 points per class house rule I've seen, and other house rules described on this forum, I was curious to see if anyone has imported the Iron Heroes concept of Skill Groups into their Conan games? I'm considering doing so in my game and was looking for some insights from my fellow Conan fans.

Note: I have no interest in the Skills system of Star Wars SAGA. I am only looking for feedback on the Iron Heroes Skill Group mechanics (1st choice) or after-action house rule reports (2nd choice).

Thanks!
 
I prefer the broader skills but can't comment on actual use in Conan, though they probably would work (and if skill points are kept the same, make things a bit more competent). Note that in addition to Iron Heroes and SW Saga, Mutants and Masterminds has a broad skill list in its Masterminds Manual that is worth looking at for comparison.
 
I tried something like that in my last game.

I added the Skill Group concept from Iron Heroes to the Conan rules. Each class has access to one or several Skill Groups (quote from Iron Heroes: when you spend one skill point on a Skill Group as a whole, you gain one rank in each skill it contains), otherwise it's the same: there are still class skills and cross-class skills and the characters have the same skills points.

Here's the breakdown of skills by Skill Groups :
ACADEMIA
Appraise
Concentration
Decipher script
Heal
Knowledge (pick one)

AGILITY
Balance
Escape artist
Tumble

ATHLETICS
Climb
Jump
Tumble

PERCEPTION
Listen
Search
Sense motive
Spot

ROBBERY
Disable device
Forgery
Open lock
Sleight of hand

SOCIAL
Bluff
Diplomacy
Gather Information
Intimidate

STEALTH
Hide
Move silently

THEATRICS
Disguise
Perform (pick three)

WILDERNESS LORE
Craft (Herbalism)
Handle animal
Ride
Survival
Use rope

All other Craft, Knowledge, Perform and Profession skills do not belong to a Skill Group and each rank in each skill must be purchase as usual.

Classes:
BARBARIAN
Skill Group: ATHLETICS

BORDERER
Skill Groups: ATHLETICS and WILDERNESS LORE

NOBLE
Skill Groups: SOCIAL

NOMAD
Skill Group: WILDERNESS LORE

PIRATE
Skill Groups: AGILITY and ATHLETICS

SCHOLAR
Skill Group: ACADEMIA

SOLDIER
Skill Group: ATHLETICS

TEMPTRESS
Skill Groups: SOCIAL and THEATRICS

THIEF
Skill Groups: pick three among AGILITY, ATHLETICS, PERCEPTION, ROBBERY, SOCIAL, STEALTH and THEATRICS

All other class skills for the class are still class skill and are purchase as usual.

Here's an actual example from my game:
Apeiron is a Nemedian Thief.
At first level, Apeiron picks PERCEPTION, SOCIAL and THEATRICS as his Skill Groups. He picks Flute, Storytelling and Card tricks as his 3 Peform skills for THEATRICS. All other skills from AGILITY, ATHLETICS, ROBBERY, and STEALTH and any additionnal Thief class skills are class skill for him.
He spend 4 skill points on THEATRICS and gets 4 ranks in Disguise, Perform (Flute), Perform (Storytelling) and Perform (Card tricks.)


I have only 2 PCs in my game and I used a variant of the Duo Play alternative skill system from the Compedium in my previous campaign. I much prefer this house rule now.

I hope it's useful and makes sense to you.
Sorry for the rudimentary English. :wink:
 
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