Warrior's Companion

I'm also curious about this book. I'm not interested as much in new feats, skills, or class combinations.

Is there anything in the book that directly changes combat?
 
It is filled with broken mechanics and silly equipment. There are some alternative rules for combat, but I'd advise against spending your money on it. At least without browsing it through and seeing yourself.
 
The Permanent Damage optional rules are interesting, but we haven't used them in our games so far.

There are some interesting new feats and combat maneuvers. The new weapons, armor, and other equipment are ok. Some of the weapon and armor modifications are overpowered and/or silly. I'm not sure about the Monastic Scholar options and the new skills.

What I like best are the alternative class features for all classes. Imo Fighting Frenzy is better than Rage for the Barbarian. I play a rather martial Temptress and took both Temptress ACFs from the book and another player took one of the two Pirate ACFs.

The Martial Disciple class from S&P 30 is reprinted in the book and I like it.
 
It is good for a complete system like Conan to use lots of variable rules in order to make the game more or less complicate. Altho I wouldn't ever use such a rule as permanent damage since I find it way to mathy and it complicates things very much in combat. I prefare to make my campaign look cool for both players and me but having on each round calculating and rolling dices isn't the best for me. I prefare to use such rule more randomly, for example after the players made 10-15 fights the one who got lots of damage will have a random scar or something.
I am against (personally ofc) having my players losing arms , leggs or organs or even made them disabled cause they had lots of fights, they are adventurers and heroes after all :) . I think the best way to add a "permanent damage" to your players is a more random, without serious complication on their playstyle, effect like "this hit gave you a long scar on your face" .
 
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