What changes would YOU make to Conan Second Edition?

urdinaran said:
Kemper Boyd said:
I'd redo of the feat system.

Since there is a limit to how many feats you can have, people only take the ones that are very useful, like Power Attack and such. Practically no one uses the lesser feats, like the ones from the Stygia sourcebook.

I have solved this problem by making a list of primary feats and secondary feats, and every time you get a feat from your level, you also get to pick a secondary feat.

I've been thnkiing about the same thing myself. There are alot of Feats that never seem to see the light of day; primarily the ones that give you bonuses to skills.

Depends on groups, I love Skill Focus and Stealthy myself. Power Attack tend to be one of the last feats I look for, mostly because I roll bad enough as is. I don't need more of a penalty.
 
One more thing I was thinking of ---

Soldier Formations

Seems to me that these aren't getting much use, unless you are running a Free Companies type campaign, that is.

I propose the following:

A Soldier allies can benefit from one of his Formation Combat styles, even if they don't meet the prerequisites, if he makes a successful Will save (DC = 15 + difference in HD between the PCs and their opponents; i.e. 4x 3rd level PCs {12 HD} vs. 15 1st level mooks {15} = DC of 18).

What do you think?
 
I the thread titled "Things We Like" here in the Conan forum, Mongoose Gar admitted to the possibility of adding stuff to the Soldier just like that. I dont'know about the WILL save stuff as I'd prefer that Soldiers have Soldier/soldier abilities and soldier/others abilities function automatically.

At any rate, it's something he's looking into, so keep your fingers crossed.

8)
 
How about varying the amount of DR armor retains when penetrated? Have Light armor reduce to 1/3 DR, Medium to 1/2 and Heavy to 2/3.
It seems to me that a Scale Hauberk should give a little more protection than a mail Hauberk, just because of the extra bulkiness. There should be a meaningful difference between medium and heavy armors with the same DR.
 
This is a little thing, but I would like it if the Darfari didn't get Profession (sailor) as a background skill. Darfar is landlocked, and Pirate is a prohibited class, so Profession (sailor) doesn't make a lot of sense as a background skill.
 
Sutek said:
I the thread titled "Things We Like" here in the Conan forum, Mongoose Gar admitted to the possibility of adding stuff to the Soldier just like that. I dont'know about the WILL save stuff as I'd prefer that Soldiers have Soldier/soldier abilities and soldier/others abilities function automatically.

At any rate, it's something he's looking into, so keep your fingers crossed.

8)

I agree with you on the will save part, just seems unduly cumbersome. Personally, I think the formations are fairly limited usefulness and that is a good thing, as they should only come up as often as a particular favorable terrain does for the Borderer/Nomad PCs, i.e., maybe once every several adventures. If it gets changed to being useful on a continuous basis, then the class itself is becoming more powerful in comparison to other classes such as Borderer and Nomad.
 
Valgrim said:
How about varying the amount of DR armor retains when penetrated? Have Light armor reduce to 1/3 DR, Medium to 1/2 and Heavy to 2/3.
It seems to me that a Scale Hauberk should give a little more protection than a mail Hauberk, just because of the extra bulkiness. There should be a meaningful difference between medium and heavy armors with the same DR.

Again, sounds like something unduly cumbersome, the game should be easy to run, not harder with varying calculations for various equipment unless really necessary, especially involving fractions.
 
Garet said:
We have discussed the amount of feats in our 3.5 game. The gm has decided on every two levels instead of every three.
I like the idea of a getting a feat every second level instead of every third, picking feats is so much fun! And think about how nice a feat on every odd level would fit with the ability increases you get in Conan; you'd get either a feat or an ability increase on every single level (except level 2), and never get both. No more awesome level 6 or lousy level 7! Mmmm, good stuff... :D
 
Trodax said:
Garet said:
We have discussed the amount of feats in our 3.5 game. The gm has decided on every two levels instead of every three.
I like the idea of a getting a feat every second level instead of every third, picking feats is so much fun! And think about how nice a feat on every odd level would fit with the ability increases you get in Conan; you'd get either a feat or an ability increase on every single level (except level 2), and never get both. No more awesome level 6 or lousy level 7! Mmmm, good stuff... :D

It might be nice, only 4 extra feats overall, and really fits the S&S style where skill and might over magic items wins the day. I've always felt that there were too few gain through levels. Wow, a Hyborian Soldier will have a whopping 25 feats at level 20...

Nice! :twisted:

How has this worked out?
 
VincentDarlage said:
This is a little thing, but I would like it if the Darfari didn't get Profession (sailor) as a background skill. Darfar is landlocked, and Pirate is a prohibited class, so Profession (sailor) doesn't make a lot of sense as a background skill.

I fully agree with this, I'd also like to see the background changes Vincent has in his Hyborian F---'s series about the other races. Like the little tweaks to Nordhiemers and such. Of course I'd like to see him get a chance to comb through all the races and propose little fixes and tweaks... but I might be a little optimistic.
 
Shoot, I missed that post.

I'll second that, Vincent really knows his stuff. I too hope he can get a chance to edit the races.
 
I think my changes would be minor ones, overall i think the Conan Ruleset works fantastically.


I would replaces the skills with the skills from lone Wolf. (Various ones combined, all Knowledge skills give some sort of bonus for 5 ranks.)

Change defense blast somehow.

Update the races to the way they are in the various supplements.

Add Temptress to the main book, but tone it down down some of the abilities massively.

Possibly add a knight class, basically extending the prestige class to 20 levels.

Change the reputation rules to something more streamlined.
 
I think crossbows and arbalests are underpowered right now, both compared to their historical effectiviness and the Conan stories. I think regular crossbows should get AP of 6 and perhaps increase the damage dice to 2d8, while arbalests could get AP 9 - 10 and damage of 2d10. They'd still lose to exotic bows in attack speed, even if they'd be around the same level in damage potential. After all, crossbows are supposed to be the poor mans weapon against armored foes. AP 6 for arbalest is really ridicilously low.
 
Oh yeah, one more small thing:

* Restrict the Mobility feat in some way. I understand why it was made a feat in AE (it's a prereq for Whirlwind Attack), but I don't like that Barbarians, Nomads and Pirates can "cheat" by taking this feat early and getting the very powerful Improved Mobility and Greater Mobility at 5th and 10th level, instead of at 10th and 15th level. Basically, I think those abilities should be restricted to the higher levels.
 
Trodax said:
Oh yeah, one more small thing:

* Restrict the Mobility feat in some way. I understand why it was made a feat in AE (it's a prereq for Whirlwind Attack), but I don't like that Barbarians, Nomads and Pirates can "cheat" by taking this feat early and getting the very powerful Improved Mobility and Greater Mobility at 5th and 10th level, instead of at 10th and 15th level. Basically, I think those abilities should be restricted to the higher levels.

Interesting, I haven't had anybody do that, but I think Mobility in and of itself is not that good, so I think people don't want to waste the feat slot on it even if it means getting the better stuff quicker.
 
Yeah, but Improved Mobility gets you "Never provoke AOOs if moving at least 10 feet" and Greater gets you "Take a normal move instead of a 5ft step".

The latter propells characters into Sneak attack positions faster than you can imagine, and all for just taking Dodge (largely useless later on) and then Mobility at third level.

Soldier/Thief characters are nasty with this combo.
 
Well an easy fix would be to restrict Imp. and greater versions to 10 and 15 character levels respectively as without that feat that is the minimum level you can get access to those particular feats.

So in retrospect Mobility class feature would state that if you already have Mobility and are at least of 10th level than you gain Improved.

But really it is spending an extra feat to be powerful early but lose out in the long run as they lose that bonus feat at 15th.
 
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