Took us a few hours to get them rolled up due to me being unfamiliar with the process and ahving to flick around the book a good deal.
No worries there. It STILL takes me and most of my players an hour or two to make a character (though we tend to do it prior to a game, rather than during - so we come to the game with ready character sheets).
There's a lot of material to know and remember -- and it's always better to make sure you're checking and double-checking what you're doing rather than start a game unprepared or with a character whose abilities don't work well together.
A bit of advice if I may be so bold: Since you're just starting, don't be afraid to let players, in certain circumstances, change one feat they started with for a different one they could have had instead. When you're just learning, sometimes you think a feat will compliment your character well, but in the actual gameplay it doesn't do squat. Definitely don't stringently make them keep what they chose if it obviously isn't doing anything for them. Gotta allow for some learning time.
made with a +2 longbow against 0dr).
I'm just curious - how did the player end up with a "+2 longbow?"
2) Do you usually allow npc's fighting the party critical hits if their roll would be one? I'm talking about regulalr goons, not leaders or important enemies. Havent tried any large combats yet but it seems very dicey for the players especially at low levels. Not that this is a bad thing necessarily, just wondered how people handle it.
It depends. The way I GM is under the presumption that I'm there to make sure everyone has fun. Dying is fun - it's cinematic and heroic. On the other hand, dying all the time, or dying right at the start, isn't fun at all. Sometimes a GM's job includes fudging die rolls to make sure the FUN keeps going. That's also why I roll all my dice in secret. Usually I go with the dice, but occasionally I'll say "oops, a 7" when it was really a 20, because it's better for the game if the character survives instead of getting his head chopped off at the start of the adventure.
However, if the player is doing something excessively stupid, like charging into a group of 50 enemies with only one other character at his side -- yeah, if the dice come up with a critical, it's staying that way. Generally, the more goons I'm adding, the more I fudge the rolls to keep the characters alive long enough to enjoy the visceral feel of a Conan game. There's few things you could do to make a game less Conanish than to have your mighty-thewed heroes done in by a level 1 wimp with a dagger.
That's just how I do it, though. Some GM's players really don't mind dying all the time. It depends on your style as a GM, and their style as players - and what you hope to accomplish in the session. Especially as new players, you may want to fudge some rolls because stopping in the middle of a game to take 2 hours to create a new character is just not logical.