Hello Conan fans,
I just got my book last week, and am excited about the game. Here's some rules I'm thinking about going through:
1) Helmets do not provide DR, but rather a +4 bonus on saves vs. massive damage, and in the case of a critical hit, they give a +2 DC on the second roll to determine if the critical succeeds.
2) Any critical threat also automatically reduces the DR of armor by 1 whether or not the threat suceeds (and possibly more if 20pts of damage get through) Armor reduced to 0 is trash. Armor w/ at least 1 pt DR may be repaired
3) Critical Hits Table (On the threat roll, look at the last digit, i.e. 8 is '8', 14 is '4')
If a critical threat suceeds, these are the following results:
0 Double damage + knockdown (no save) + weapon breaks
(B/C the weapon breaks, AoO is not available unless the character is using 2 Weapons)
1 Chance to Stun 1-4 rounds (Fortitude save vs. DC 20)
2 Bleeding wound*
3 Double Dmg + weapon breaks
4-6 Double Dmg
7 Crippling blow (opponent loses 4 STR, recoverred 1 STR/day rest)
8 Blinding blow **
9 Double dmg + additional 1-4 reduction in opponents DR
* bleeding wound. Victim loses 2hp/round if active, 1hp/round if at rest. Medical treatment is necessary to stop bleeding DC 20
** blinding wound: victim is *temporarily* blinded by bloody gash in forehead or dirt thrown into his face. Either way suffers penalty as for being blind x 1d4+2 rounds.
4) Any time a die roll for damage rolls the maximum, that weapon (slashing/piercing) is considered Stuck, and a successful STR check vs DC 15 is required before the weapon may be used.
i.e. Herodotus attacks a slaver w/ his poinard (d6) and rolls a natural 6 on his damage but rolls a 5 on his strength check. The slaver turns to run away screaming for guards while Herodotus looks for another weapon. Note that the risk of having a weapon stick exists only if the die naturally rolls the maximum, i.e. even if he had +2dmg from str. and rolled a 4 for 6pts of dmg, he would still retain possession.
5) Parrying provides a DC bonus only versus one attacker. All other attackers would use a DC of 10. If one uses complete defense, 2 attackers may be parried. If a character has multiple attacks, he may also give up an attack (usually the lowest one) to parry 1 additional attacker.
6) Offense is Defense Feat
Requirements: BAB +9, Combat Reflexes, Combat Expertise
Description: This fighter can launch a ferocious attack not seeking to directly injure his opponents, but rather to press them and force a timid attack. Basically, the character uses his highest attack bonus +d20 to determine his DC (vs. all attacks this round). He must use this DC even it is lower than what he would have normally. No other bonuses apply (even from other feats or magic). If the character has multiple attacks (and everyone should at this level), he may make them normally.
i.e. Herodotus now picks up a wooden club and turns to face 3 prison guards. They smile thinking that they have him cornered and leisurely encroach the distance, but instead Herodotus lunges forward swinging his club driving the three guards on their heels.
Herodotus has a +12/6, he rolls a 12 to set his DC at 24, and makes one attack w/ +6. The next round, he rolls a 5 setting his DC at 17, which is lower than if he had used his dodge DC.
Well that's all for now. Please let me know what you think!
Thanks.
I just got my book last week, and am excited about the game. Here's some rules I'm thinking about going through:
1) Helmets do not provide DR, but rather a +4 bonus on saves vs. massive damage, and in the case of a critical hit, they give a +2 DC on the second roll to determine if the critical succeeds.
2) Any critical threat also automatically reduces the DR of armor by 1 whether or not the threat suceeds (and possibly more if 20pts of damage get through) Armor reduced to 0 is trash. Armor w/ at least 1 pt DR may be repaired
3) Critical Hits Table (On the threat roll, look at the last digit, i.e. 8 is '8', 14 is '4')
If a critical threat suceeds, these are the following results:
0 Double damage + knockdown (no save) + weapon breaks
(B/C the weapon breaks, AoO is not available unless the character is using 2 Weapons)
1 Chance to Stun 1-4 rounds (Fortitude save vs. DC 20)
2 Bleeding wound*
3 Double Dmg + weapon breaks
4-6 Double Dmg
7 Crippling blow (opponent loses 4 STR, recoverred 1 STR/day rest)
8 Blinding blow **
9 Double dmg + additional 1-4 reduction in opponents DR
* bleeding wound. Victim loses 2hp/round if active, 1hp/round if at rest. Medical treatment is necessary to stop bleeding DC 20
** blinding wound: victim is *temporarily* blinded by bloody gash in forehead or dirt thrown into his face. Either way suffers penalty as for being blind x 1d4+2 rounds.
4) Any time a die roll for damage rolls the maximum, that weapon (slashing/piercing) is considered Stuck, and a successful STR check vs DC 15 is required before the weapon may be used.
i.e. Herodotus attacks a slaver w/ his poinard (d6) and rolls a natural 6 on his damage but rolls a 5 on his strength check. The slaver turns to run away screaming for guards while Herodotus looks for another weapon. Note that the risk of having a weapon stick exists only if the die naturally rolls the maximum, i.e. even if he had +2dmg from str. and rolled a 4 for 6pts of dmg, he would still retain possession.
5) Parrying provides a DC bonus only versus one attacker. All other attackers would use a DC of 10. If one uses complete defense, 2 attackers may be parried. If a character has multiple attacks, he may also give up an attack (usually the lowest one) to parry 1 additional attacker.
6) Offense is Defense Feat
Requirements: BAB +9, Combat Reflexes, Combat Expertise
Description: This fighter can launch a ferocious attack not seeking to directly injure his opponents, but rather to press them and force a timid attack. Basically, the character uses his highest attack bonus +d20 to determine his DC (vs. all attacks this round). He must use this DC even it is lower than what he would have normally. No other bonuses apply (even from other feats or magic). If the character has multiple attacks (and everyone should at this level), he may make them normally.
i.e. Herodotus now picks up a wooden club and turns to face 3 prison guards. They smile thinking that they have him cornered and leisurely encroach the distance, but instead Herodotus lunges forward swinging his club driving the three guards on their heels.
Herodotus has a +12/6, he rolls a 12 to set his DC at 24, and makes one attack w/ +6. The next round, he rolls a 5 setting his DC at 17, which is lower than if he had used his dodge DC.
Well that's all for now. Please let me know what you think!
Thanks.