Hi all,
I've been running Conan since it came out and my group absolutely loves it. I tend to run a pretty brutal game, and it is well received by all. At first, everyone whined a little at the way it differs from a standard D&D game (or even most fantasy rpgs) but thy've really grown to like it. I thought I'd post my house rules here to let you all peruse them and grab what you like out of them.
Armor Piercing value - We add this as damage instead of trying to figure on the fly whether or not damage reduction should be halved. For example, a Greatsword deals 2d10 damage and has a piercing value of 4. If a character has a strength mod of 6, the sword deals 2d10+9. Add the 4 points of piercing and you have a total of 2d10+13 damage.
Parrying/Dodging - The values are figured in the same way, however, a character can choose to remove the base 10 from Parry and attempt to parry as a roll. This uses up one attack at the character's lowest attack bonus the next round.
Ability scores - since Conan is such a brutal world and is about survival, we roll stats with d20s instead of 4d6 or 5d6 methods. Each stat can be rolled for twice, keep the higher of the 2. No scores under 3 , obviously.
Magic - almost nonexistent, like in the stories. Especially healing.
Massive damage - roll 2d12, try to score beneath your Con score. on a roll of two 12s you fail regardless of how high your Constitution score. You only make this save if half your hps are taken in a single shot, such as by a single attack, spell, or fall.
Falling/Traveling damage: Change from core values to d10s.
Experience: Experience is gained individually. Characters gain 50 xp per hit die of their opponent, plus 50 per powerful special ability of the opponent (examples include an ability that reproduces a spell at will, breath weapon, etc.) Characters split experience only for treasure found (1/2 sp value) or for a creature they all help defeat. If one man kills 5 first levels and another kills 1, the first player gains 250 xp and the second gains 50. This develops a lot of friendly rivalries between players.
If I think of any I've forgotten I'll add them later.
I've been running Conan since it came out and my group absolutely loves it. I tend to run a pretty brutal game, and it is well received by all. At first, everyone whined a little at the way it differs from a standard D&D game (or even most fantasy rpgs) but thy've really grown to like it. I thought I'd post my house rules here to let you all peruse them and grab what you like out of them.
Armor Piercing value - We add this as damage instead of trying to figure on the fly whether or not damage reduction should be halved. For example, a Greatsword deals 2d10 damage and has a piercing value of 4. If a character has a strength mod of 6, the sword deals 2d10+9. Add the 4 points of piercing and you have a total of 2d10+13 damage.
Parrying/Dodging - The values are figured in the same way, however, a character can choose to remove the base 10 from Parry and attempt to parry as a roll. This uses up one attack at the character's lowest attack bonus the next round.
Ability scores - since Conan is such a brutal world and is about survival, we roll stats with d20s instead of 4d6 or 5d6 methods. Each stat can be rolled for twice, keep the higher of the 2. No scores under 3 , obviously.
Magic - almost nonexistent, like in the stories. Especially healing.
Massive damage - roll 2d12, try to score beneath your Con score. on a roll of two 12s you fail regardless of how high your Constitution score. You only make this save if half your hps are taken in a single shot, such as by a single attack, spell, or fall.
Falling/Traveling damage: Change from core values to d10s.
Experience: Experience is gained individually. Characters gain 50 xp per hit die of their opponent, plus 50 per powerful special ability of the opponent (examples include an ability that reproduces a spell at will, breath weapon, etc.) Characters split experience only for treasure found (1/2 sp value) or for a creature they all help defeat. If one man kills 5 first levels and another kills 1, the first player gains 250 xp and the second gains 50. This develops a lot of friendly rivalries between players.
If I think of any I've forgotten I'll add them later.