Vambelte said:
S4 maybe you should avoid combat manouvers on the first few sessions, it might slow the game down a lot...
Actually, I'm running sessions that help my players learn the game the first three or four times we meet.
The first sessions is about skills (and we run a race).
The second session I'm thinking of focusing on the attack throw and combat maneuvers (not armor or defense).
We'll eventually get up to learning the entire game rules. If you look at the thread on my game, I'm not doing this "out of game", with the players looking around the table creating characters.
I've turned learning the game into part of the story (as the PCs are quite young and will age 3 years before we start the game proper).
I just don't use them because my players aren't hardcore gamers, and they usually find the normal combat rules a bit complicated to beginh with...
The Combat Maneuvers seemed like a lot to chew the first time I looked at them, but upon closer inspect, I realized three things: First, some of the maneuvers are acutally rules for the game, like Aid Another. Second, some of them are standard combat options, like Charge. And, third, some are "special rules", like the Dance Aside, but if you just focus on what the characters can do at 1st level, it cuts out most of them.
So, we learn those, and just keep learning new ones as the characters level up.
Another thing I like about the combat maneuvers is that it makes the Conan RPG quite a simulationist game, unlike earlier D&D editions.
For example, if two enemies flank a PC, then they get the +2 flanking bonus. In older D&D games, the PC wouldn't move, and the flank bonus would be applied for many rounds.
Now, with the 5' step and the Dance Aside maneuver, the combat round becomes much more realistic as the combatants float around the battlemat, moving like real combatants in a sword fight. The PC will use his 5' step, or take advantage of this Dance Aside, in order to keep the two enemies from flanking him as the combat wears on.