rabindranath72
Mongoose
Another in-house alternative might be Dragon Warrior. If it is as light as the 80's version, it could be a good engine for a Conan game.
rabindranath72 said:I love it 8)Trantor said:... then you should use Warhammer FRP Rules 1st edition (2nd got too sloww imho) for your battles - but the fatality rate will explode
EDIT: actually, WFRP2e is not much slower than 1e, and is much more streamlined.
Sorry for the late answer. I don't agree with you on this point. The mechanics in Pirate Isles and Free Companies are suitable for almost any gaming system with a little work.LucaCherstich said:Yes!
I really appreciate Conan more because of the setting than because of the rules. But I have also to face practical money problems: whether to spend money on un-necessary stuff (as Rpg books).
There are books which, even if you like the background material, are less useful if you do not use d20.
I'm speaking of Pirates Isles or Free Companies.
About 70% of the books are useless for non-d20 players.
Every book in the Hyboria's F series is for 60% useless for non-d20 players.
I don't believe Mongoose will do that mistake because it would be too hard to follow but may be they'll also propose some conversion rules with the new system.LucaCherstich said:Another consideration: I hope Mongoose will not propose two systems to be used in parallel system (as AEG did for Rokugan until a few years ago). The Background material was fantastic but the books were not well sold since customers stopped buying books which contain useless material (the stat blocks in the other system).
The King said:I believe a gaming system isn't a fixed matter even if it may have its fan circles. So if Mongoose offers a system with is beginners friendly as well as still keeping up with the ambiance of the Hyborian Age and of Sword & Sorcery, then I think most Conan fan's will also adopt the new system or will still buy new books to adapt and convert to the older D20 (OGL) system.
rabindranath72 said:Well, when you read an Howard story, you are not that immersed into tactics. It is all fast-flowing imagery. Not the sort of thing you get with d20, what with calculating positions, bonuses etc. Conan decides in split-seconds what to do. If a player gets the time to look at the map, position himself, look at the others, evaluate the best course for moving etc...When a combat lasts half an hour or more, you have not reproduced the feel of an Howardian fight at all. You may feel different, but for me, it is all about the immediateness and suspension of belief. And d20 is all except immediateness. YMMV of course, but rules light is the key for me.
...
Rules for me are the means to an end. If I can use an easier way of getting to that end, I prefer it.
LucaCherstich said:Everybody could have a different opinion but, regarding my experiences, my group of experienced d20 players have no problems in dealing with the different situations of d20 combat and combat goes on quite smoothly.
They do not limit themselves to just hit-damage rolls but do also other, more creative things. But we did never notice that combat was too slow.
Maybe it is just a matter of experience.
LucaCherstich said:Everybody could have a different opinion but, regarding my experiences, my group of experienced d20 players have no problems in dealing with the different situations of d20 combat and combat goes on quite smoothly.
They do not limit themselves to just hit-damage rolls but do also other, more creative things. But we did never notice that combat was too slow.
Maybe it is just a matter of experience.
Funny that. One hour for a fight is already long enough but D&D tends to offer several fights in an adventure (especially if one plays with the old and odd encounter tables).warzen said:Or you're just lucky to like it the way it is.
Remember that the system is so broken that WoC had to accept it and they streamlined a lot of things to reduce combat lenght and make sure every challenging encounter can be played at any level in an hour max (I'm just telling what is written in the DD4 DMG).
W.
The King said:Funny that. One hour for a fight is already long enough but D&D tends to offer several fights in an adventure (especially if one plays with the old and odd encounter tables).warzen said:Or you're just lucky to like it the way it is.
Remember that the system is so broken that WoC had to accept it and they streamlined a lot of things to reduce combat lenght and make sure every challenging encounter can be played at any level in an hour max (I'm just telling what is written in the DD4 DMG).
W.
When I played AD&D, this was often the case with unending fight. At the time though I didn't care but now I expect something more that an emphasize on fights even if they seem to be unavoidable in a Conan game.Clovenhoof said:The length of any combat varies greatly with tactics and, ultimately, luck with the dice. Last weekend we had a D&D session where the dice were totally jinxed, everyone kept rolling 1s, including the GM.
The player characters were levels 6,5,5,3 and the opposition about 16 Orcs with 18HP each (so they were level 3 or 4) and AC18. Normally it should have been a slayfest. But everyone kept missing, and when we only had killed a quarter of the Orcs after one hour at the table, the GM had the Orcs sound retreat to put an end to this sorry excuse of a battle.
We did try to use tactical options, but since these usually mean an attack penalty, we hit even less because the dice just weren't favourable.
I fear I don't know this game. What does it propose?warzen said:Personnaly, I'm using Reign to play Conan and the fights are shorter than that.
W.
DimitriX said:What I like most about Conan is the setting and the feel of the game world. Though I do like the magic system, I think the combat system could be streamlined better. Also, I'm finding that it's actually even more difficult to create an encounter for players using the Conan rules. I haven't found a way to easily figure out how many monsters and at what level I can use for a certain party size. I don't want to throw things that are too difficult for my players because then it is frustrating for them. But, if I create encounters that are too easy, then there is no challenge and no fun.
Ichabod said:Several ways you can look at it:
1. Adjust the encounter while it's happening to try to balance it better.
2. Get to know the party's abilities really well and/or playtest combats before sessions. This has a huge time problem, obviously, for most people.
3. Figure that you'll have this same problem with a lot of systems and just learn from experience.
4. Sort of like 1. but a bit different is to have follow up to an encounter that's too easy or too difficult. Too easy and something else is around the corner, too hard and running away and coming back with better tactics is sound.
To some extent, the players can help. If something is easy, they may feel it and get cocky. If something is hard, they may become less stupid during the battle or run away, come back, and be less stupid.
I do think that balancing encounters without cheating by changing what's going on during them is incredibly difficult. Even for our group, where there's virtually no thought put into how to conduct a combat by the PCs to where PC ability should be highly predictable, there may be a blue moon and someone might use an actual tactic or a crummy arrow will crit or someone will remember all of the character's feats and equipment and spells for a change or somebody will get cocky and explode into negative hit pointdom.
As always, it's not just numbers and stat block strength, it's combat intelligence, i.e. tactics, matchups (we'll bombard you with arrows while you charge us and then we'll run away before you can use Genocidal Cleave), goals, and whatnot that affect encounters, especially combats. An encounter designed to beat the party should beat the party, even if there's no comparison in stat blocks.
For the most part, I don't see Conan being all that different, but there is massive damage saves and how to make for interesting fights where one PC can mow down all adjacent enemies every round. You can make enemies immune to massive damage, ones with ridiculous Fort saves, or you can create situations where massive damage either doesn't matter (horde of 1hp threats spread 10' or so apart) or is made much more difficult (grapple, ranged, find a way to take away 2h weapons). One thing I would avoid is having too much stuff that is immune to crits (thus, can't be Sneaked), it makes the high STR PAer even better and everyone else even more useless.
Azgulor said:Conan isn't just for gaming in Hyboria for me. It's THE RPG baseline for ALL of my fantasy RPG gaming. Through the beauty of the OGL & d20 license, if I'm running a game outside of Hyboria, I have my OGL library to pick and choose what goes into that game.
DimitriX said:<snip> Also, I'm finding that it's actually even more difficult to create an encounter for players using the Conan rules. I haven't found a way to easily figure out how many monsters and at what level I can use for a certain party size. I don't want to throw things that are too difficult for my players because then it is frustrating for them. But, if I create encounters that are too easy, then there is no challenge and no fun.
Trantor said:One of the largest advantages of Class/Level Games is that you can adjust encounters easy, compared to classless systems like GURPS, RuneQuest or similar. I played both and a lot other classless systems a very very long time and creating fair encounters without adjusting them on the fly while playing is nearly impossible.
DimitriX said:Yeah, this is the one thing that I like about 4e DnD. It's very easy to run as a DM. I wouldn't mind running games, but I just don't have the time to do put this much thought into setting up encounters. I would rather spend my time and energy thinking about story elements, role playing possibilities, and NPC motivations. This is the main reason why I would like to see a 4e version of Conan. If there was just a way to keep the flexibility of the magic and combat system, then it would be fine.
I remember in the 3.5 DMG that there was a chart that broke down the number of monsters relative to their CRs that would work against different levels of PCs. Is there anything like that for Conan?