Well a GM can either guide 'unsavvy' players towards a better build or encourage the more munchkin inclined to munch a bit less.
I agree d20 feat picks are unbalanced and certain builds are way better choices than others. It's a flaw of the system but one that is, I think, workable around.
Conan takes at least 6, and probably more, wounds in The Phoenix and the Sword, two of which are serious wounds. That's one reason I think Conan d20 works quite well, I can see that fight (including a dagger To the Hilt) playing out under the rules. And for me that's a sign the system is working (albeit imperfectly but then no system is perfect).
That's not an isolated instance either. In The Slithering Shadow he takes a head wound, is stunned by an impact against a wall, and then takes multiple hits from the Slithering Shadow itself causing many deep gashes as well as inflicting crush injuries. d20 hit point pools handle this kind of thing well I find.
No, not really. There's no need to munchkin unless the GM is optimising adventures for munchkins. With a little intelligent cooperation between players and GM munching can be reduced to polite nibbling I find.
Now d20 is often played 'Munchkin or Die', I agree. But that's a slightly different issue and I don't think any system is immune from the dread Munch. With Conan d20, I think it's possible to generate various viable characters appropriate to the setting without being a rules lawyer (it helps to be a rules lawyer to avoid inadvertent munchkining though).
And, as you do with location tables, it is possible to avoid or overcome aspects of a system that give undesireable results. Nerfing Power Attack for example.
I agree some Feats simply scream 'take me!' for certain builds. I have a lowish strength Scholar/Soldier/Thief. Driven to Win is a 'no brainer' as is 'Analyst'. Yet though those two two feats and some Fencing make him pretty formidable, and he'd be a far less effective fighter without them, picking them means I don't have room for Fleet Footed (unless I didn't pick Improved Unarmed Strike but then I wouldn't have IUS...).
But just because things like Skill Focus, Stealthy and Negotiator tend to be 'bad picks' for almost any build once one reaches mid-ish level doesn't, to me, mean the entire system is unworkable (I'd kind of like to have those +2/+2 feats 'grow' in their benefits as a character improves in skill. As it stands, they're good at low levels but become increasingly pointless. Easily house-ruled though...)
I agree d20 feat picks are unbalanced and certain builds are way better choices than others. It's a flaw of the system but one that is, I think, workable around.
Conan takes at least 6, and probably more, wounds in The Phoenix and the Sword, two of which are serious wounds. That's one reason I think Conan d20 works quite well, I can see that fight (including a dagger To the Hilt) playing out under the rules. And for me that's a sign the system is working (albeit imperfectly but then no system is perfect).
That's not an isolated instance either. In The Slithering Shadow he takes a head wound, is stunned by an impact against a wall, and then takes multiple hits from the Slithering Shadow itself causing many deep gashes as well as inflicting crush injuries. d20 hit point pools handle this kind of thing well I find.
D20 is designed, munchkin or die
No, not really. There's no need to munchkin unless the GM is optimising adventures for munchkins. With a little intelligent cooperation between players and GM munching can be reduced to polite nibbling I find.
Now d20 is often played 'Munchkin or Die', I agree. But that's a slightly different issue and I don't think any system is immune from the dread Munch. With Conan d20, I think it's possible to generate various viable characters appropriate to the setting without being a rules lawyer (it helps to be a rules lawyer to avoid inadvertent munchkining though).
And, as you do with location tables, it is possible to avoid or overcome aspects of a system that give undesireable results. Nerfing Power Attack for example.
I agree some Feats simply scream 'take me!' for certain builds. I have a lowish strength Scholar/Soldier/Thief. Driven to Win is a 'no brainer' as is 'Analyst'. Yet though those two two feats and some Fencing make him pretty formidable, and he'd be a far less effective fighter without them, picking them means I don't have room for Fleet Footed (unless I didn't pick Improved Unarmed Strike but then I wouldn't have IUS...).
But just because things like Skill Focus, Stealthy and Negotiator tend to be 'bad picks' for almost any build once one reaches mid-ish level doesn't, to me, mean the entire system is unworkable (I'd kind of like to have those +2/+2 feats 'grow' in their benefits as a character improves in skill. As it stands, they're good at low levels but become increasingly pointless. Easily house-ruled though...)