Supplement Four
Mongoose
I love the Conan RPG in all its glory, and as far as d20 games go (I have some of the same reservations about d20 as some others have), the Conan RPG is the best edition and rules version of the d20 game.
But, there were a few things from the last edition of D&D that I miss and think are missing from the game. I think the game would have been better off had these rules been kept.
For example:
Weapon Speed: AD&D 2E assigned each weapon a Weapon Speed Factor. This is a modifier to initiative, skewing longer, heavier weapons to go later in the round. Quick, light weapons typically went early in the round.
Why get rid of that? It makes a lot of sense. If you're using a dagger, and your opponent is using a longsword, it makes sense that you'll be quicker with the jab. Or, if you're using a longsword, but your opponent is swinging a hefty two-handed sword, it makes sense that you should, on average, strike before he can maneuver that big heavy thing around to hit you.
AD&D 1E had a great little rule that allowed longer, bigger weapons to strike first, automatically, on the first round of combat, but then use the Speed Factor as it is used in AD&D 2E for 2nd and later rounds of combat. This gave characters using very long weapons the chance to hit first (which makes sense), but then skewed their attacks to later in the round after the first round of combat (also makes sense).
In AD&D 1E, whenever the initiative rolls tied, weapon Speed Factors were compared. If a SF was half (or lower), that weapon was allowed another, free, attack for the round. If the SF was three times smaller than the SF for the opponent's weapon, then two free attacks were allowed.
So, in a AD&D 1E fight, a character using a longsword (SF 5), fighting a character using a dagger (SF 1), the fight would go something like this:
1. The longsword user would automatically strike first in the round. This gives the advantage of first blow to the weapon with the longest reach.
2. As the melee continued, longer weapons are at a disadvantage because the weapon's larger SF was added to modify the character's initiative throw, skewing the longer, heavier weapons to go later in the round. So, big, heavy weapons would do more damage, with the trade-off being that they'd probably strike later in the round.
3. To simulate opportunities where a character with a smaller weapon could "get inside his opponent" (get so close to make it difficult to wield a larger weapon), a comparison of SFs was made whenver the initiative throw tied (Initiative in AD&D 1E is thrown using a 1d6, so it happens more frequently than in the Conan RPG where nish is thrown using a 1d20). If the smaller weapon's SF is half the larger weapon's SF, then the character using the smaller weapon got an extra attack. If the smaller weapon was three times smaller than the larger weapon, the character with the smaller weapon was allowed two extra, free attacks.
Those are some interesting rules that spiced up combat. I miss them. They made weapon selection more than just an exercise in picking the weapon that does the most damage.
I think the Conan RPG would benefit from some type of similar mechanics.
Armor Adjustments: I've heard that many players never liked the Armor Adjustments when considering weapons. I've heard that the rule was "fussy" and "hard to implement". I think that came about because of the way the rule was written in the AD&D 2E rule book. It said to put the weapon vs. armor type modifiers on that attack throw. That's the hard way of doing it. What we always did, in my AD&D 2E game, was list three armor modifiers on the character's sheet. So, you wouldn't only have a normal AC, an AC without shield, and an AC from the rear, but you'd add an AC vs. Blunt, AC vs. Pierce, and an AC vs. Slash.
That way, it was very easy to use the modifier. The attacker never bothered with it. The defender can see that his attacker is using a longsword, so when asked for his AC, he'd give the AC vs Slashing weapons. Simple as that.
This is a great rule to use when playing AD&D 2E because it makes certain armors more or less effective against certain types of weapons. For example, if your character is going into territory with goblins known for using bows, then, given a choice, you may pick the armor that offers the best protection against piercing weapons.
I suppose the Conan RPG does have this type of thing covered a bit with its weapon piercing factors vs Armor values, but I haven't studied it to see if the outcome works as good as the system in AD&D 2E.
Rate of Fire: Another thing sorely missed from the AD&D 2E game is rate of fire. In the Conan RPG, why would anyone ever use a dart? In the AD&D 2E game, a character is allowed to throw 3 darts, doing only 1-3 damage each, but STR modifier can be added. So, a character with STR 17 could do 6-12 points of damage, if he hit all three times. That's better than two-handed sword damage!
Miss it.
But, there were a few things from the last edition of D&D that I miss and think are missing from the game. I think the game would have been better off had these rules been kept.
For example:
Weapon Speed: AD&D 2E assigned each weapon a Weapon Speed Factor. This is a modifier to initiative, skewing longer, heavier weapons to go later in the round. Quick, light weapons typically went early in the round.
Why get rid of that? It makes a lot of sense. If you're using a dagger, and your opponent is using a longsword, it makes sense that you'll be quicker with the jab. Or, if you're using a longsword, but your opponent is swinging a hefty two-handed sword, it makes sense that you should, on average, strike before he can maneuver that big heavy thing around to hit you.
AD&D 1E had a great little rule that allowed longer, bigger weapons to strike first, automatically, on the first round of combat, but then use the Speed Factor as it is used in AD&D 2E for 2nd and later rounds of combat. This gave characters using very long weapons the chance to hit first (which makes sense), but then skewed their attacks to later in the round after the first round of combat (also makes sense).
In AD&D 1E, whenever the initiative rolls tied, weapon Speed Factors were compared. If a SF was half (or lower), that weapon was allowed another, free, attack for the round. If the SF was three times smaller than the SF for the opponent's weapon, then two free attacks were allowed.
So, in a AD&D 1E fight, a character using a longsword (SF 5), fighting a character using a dagger (SF 1), the fight would go something like this:
1. The longsword user would automatically strike first in the round. This gives the advantage of first blow to the weapon with the longest reach.
2. As the melee continued, longer weapons are at a disadvantage because the weapon's larger SF was added to modify the character's initiative throw, skewing the longer, heavier weapons to go later in the round. So, big, heavy weapons would do more damage, with the trade-off being that they'd probably strike later in the round.
3. To simulate opportunities where a character with a smaller weapon could "get inside his opponent" (get so close to make it difficult to wield a larger weapon), a comparison of SFs was made whenver the initiative throw tied (Initiative in AD&D 1E is thrown using a 1d6, so it happens more frequently than in the Conan RPG where nish is thrown using a 1d20). If the smaller weapon's SF is half the larger weapon's SF, then the character using the smaller weapon got an extra attack. If the smaller weapon was three times smaller than the larger weapon, the character with the smaller weapon was allowed two extra, free attacks.
Those are some interesting rules that spiced up combat. I miss them. They made weapon selection more than just an exercise in picking the weapon that does the most damage.
I think the Conan RPG would benefit from some type of similar mechanics.
Armor Adjustments: I've heard that many players never liked the Armor Adjustments when considering weapons. I've heard that the rule was "fussy" and "hard to implement". I think that came about because of the way the rule was written in the AD&D 2E rule book. It said to put the weapon vs. armor type modifiers on that attack throw. That's the hard way of doing it. What we always did, in my AD&D 2E game, was list three armor modifiers on the character's sheet. So, you wouldn't only have a normal AC, an AC without shield, and an AC from the rear, but you'd add an AC vs. Blunt, AC vs. Pierce, and an AC vs. Slash.
That way, it was very easy to use the modifier. The attacker never bothered with it. The defender can see that his attacker is using a longsword, so when asked for his AC, he'd give the AC vs Slashing weapons. Simple as that.
This is a great rule to use when playing AD&D 2E because it makes certain armors more or less effective against certain types of weapons. For example, if your character is going into territory with goblins known for using bows, then, given a choice, you may pick the armor that offers the best protection against piercing weapons.
I suppose the Conan RPG does have this type of thing covered a bit with its weapon piercing factors vs Armor values, but I haven't studied it to see if the outcome works as good as the system in AD&D 2E.
Rate of Fire: Another thing sorely missed from the AD&D 2E game is rate of fire. In the Conan RPG, why would anyone ever use a dart? In the AD&D 2E game, a character is allowed to throw 3 darts, doing only 1-3 damage each, but STR modifier can be added. So, a character with STR 17 could do 6-12 points of damage, if he hit all three times. That's better than two-handed sword damage!
Miss it.