Raven Blackwell
Mongoose
Sutek said:I think if you're gonna drop the Massive Damage rule, you may as well just play D&D. It's not really "returning to a D&D flavor" to not use it, because you may as well not use Dodge or Parry - it's just not Conan without the ability to get a lucky shot it and drop a werewolf in a single lucky blow.
I disagree that dropping the Massive Damage rule makes it just like D&D- weapon damages in Conan are lethal compared to the hit point per level. As for dropping Dodge/Parry- why? It makes more sense that it is hader to hit a more experienced person.
The primary reason that I dropped the Massive Damage rule is that it makes it too easy to kill high hit point mosters. In a recent battle,a Hunting Horr with 140 hp took a critical hit worth 72 hit points early in the battle. Now despite only losing a little over half it's hit points, it would require a Fort save of DC 44 to survive- something even a high Hit Dice creature like it would need a natural 20 to do. Now, this fight had been the result of a long investigation and chase. Simply killing with MD would be anti-climatic- IMHO players like it best if they feel they have earned their kill. Critical hits are IMO, the result of 'lucky strikes'. MD is just kinda a cop out that makes creatires with high hit points no longer a challenge. What's the point of high hit poitns if any ninny with a good critical can kill you no matter what your hit point total remaining is?
Also, MD violates my "Fear is Good" rule- that the game is better if the players feel threatened by their opponent. Make the game too easy and it's not a challenge and doesn't hold their attention.
For the trident, I'd make it a single handed weapon (like a short spear) but with a 19-20 threat range, x2 crit and the ability to add bonus to disarm and trip attacks. Tridents were used to stab folks, obviously, but a common practice was to snag an opponent's weapon in the prongs, give a twist to the trident, and yank the offending weapon out of the opponent's hand. The barbs aided in this, as with snaging ankles, straps, belts, etc. and forcing opponents' to buckle at the knee. They were'primarily a defensive weapon with offensive capailities, doubly difficult to fight against when the trident wielder was armed with another defensive weapon like a spiked gauntlet or, as is most anecdotally common, a weighted metal net.
I have plans for the Net- kinda of a uber whip in game stats. For trip/disarm attacks- I don't see how a trident is any better at doing it than a normal weapon. Gladiators trained with this style of fighting would likely have the Improved Disarm/Trip Feats, but Joe Schmoe with a Trident isn't going to able to use it as effectively.
As for the stats- the Trident was designed a little tongue in cheek. Note that the AP and critical are both '3'- a small pun on it's name. 8) It is designed as a counterpart in game stats to a War Sword. While most Swords have an Axe with the same damage but a different critical [19-20 x2 to x3] the War Sword does not- so I tossed the Trident in the gap. I made it 2d6 as opposed to 1d12 should someone else want to make a War Axe as well.
But these are just optional rules I use. Anyone else can use what works for them- even AP 1 claws. 8)
Raven