Hi you all !
I’ve been away for a week or two and I come back to see blasting news? A new non D20 Conan rulebook! Count me in guys, as I‘ve been eagerly waiting this for years!
Matt wrote:
Running Conan at our club this week, I noticed some of the Conan virgins having trouble with the character creation system. D20 is great if you know the rules inside out, as you can focus in on many parts of your character - but all those options are just confusing for newbies.
I completely agree on this. D20 rules are pretty technical and can be very confusing for new players (or even experienced players without knowledge of the D20 system) and they’re a pain in the ass for the GM too, as designing NPCs “by the rules” can be sooo painful! A strong license like Conan needs to be more easily approachable for less experienced players.
Not necessarily a deal breaker, but this is something we have to at least take note of. What raised the issue, however, is that we are currently working on some tweaks to the RuneQuest rules. If they turn out as good as they look (think Traveller amounts of awesome), then we are going to have to do some serious soul-searching about changing the system. After all, Conan does deserve the best.
At the end of the day, and as we have done before, we will likely leave this decision in the hands of you chaps. You'll get a chance to see what we are doing with RuneQuest, and will be able to make up your own minds as to whether Conan needs that treatment, or whether he is better off where he currently is.
Great news again! MRQ is a strong system but still a bit too complicated, especially when compared to other BRP games like Chaosium’s Elric or Cthulhu games. The percentile system is more logical for new players who understand its basics easily. It’s always easier to figure your chances of success when you know you have, say, a 45% of jumping across that chasm than hearing that you a +4 bonus vs. a difficulty of 15 to do it!
Flatscan wrote:
Ugh, please don't change the system Conan is currently running on. I've invested hundreds of dollars in this product line, my players love the system (even the ones who hadn't played D&D since 2nd edition), and I've got a campaign running strong. I realize a change in system won't prevent me from running off the OGL books I've got, but it would be a real bummer to have new books coming out that are only good for Fluff without any usable Crunch.
Many of us have been doing this for years, buying and using the Conan books just for fluff.
Let’s give us a chance to use the rules, now!
Sutek wrote:
Personally, I prefer the D20 3.5 generation to most games for Fantasy. I think all the griping about it is being done by people who just want to trash the system for it's (very few) faults, instead of just playing the game within the system and dealing with the inconsistencies (or ignoring them outright).
The point is not pointing out D20 faults, as no game system is perfect, but a lot of players just don’t like the “crunchy” approach of the game, preferring a more free form storytelling system. For instance, I don’t really like the class/level approach, I don’t like the way hit points are handled, I just hate maneuvers which seem just like scripted video games combos for me, Feats are a total bore (probably one of the worst thing to my eyes) and above all I dislike the fact that everything in D20 is fixed, or put under a template leaving too little room for improvisation.
It’s a bit too much for me to keep using the system, even though there’s some real nice things in it and I can certainly understand that someone could like it for its many options.
And I swear I tried, I really did. But neither my players or me were satisfied with the game engine, so we moved back to BRP.
rabindranath72 wrote :
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.
I completely agree with this. Conan needs a more intuitive and fast flowing system where D20 is way too much tactical. D20 is definitively not a system “full of noise and fury” as REH would describe his own stories.
Kersus wrote:
I did not vote as I don't agree with either option. I would prefer it to have it's own system or one more tailored to the setting at least. Either way, so many of the books could simply be labelled as universal supplements and they would have far more value.
Now that’s an brilliant post! Actually the game would have been probably better if it has been designed with rules tailored to the setting rather than the reverse like it was done.
I’d rather see a Conan game with Howardian style rules than playing D&D with Conan flavor (that’s what we got).
LucaCherstich wrote:
I do not know if it is just me but I think that d20 (when all the bonuses are calculated BEFORE and written on the forms) is one of the systems when you get more the fast "rhytm" of the combat with its rapid sequence of attack roll - damage roll - fullstop!
Just two rolls: WHY do you find it slow?
Loads of Hps, situational bonuses, combat maneuvers, Feats, tactical movement, armor piercing, special abilities, attacks of opportunity, a new rule or chart for everything… the list can be long. Combat is definitively NOT fast in D20, without being especially “realistic” or gritty. If we’d go for a complex system, I would imagine something with hit locations and deadly critical hits, which would add more to the “gory” style of Howardian combat. The Warhammer rules are not so bad for this kind of stuff…
Clovenhoof wrote:
As opposed to many users on this board, I am not playing "Conan" in the Hyborian Age, I just use the Conan system because, while not perfect, it offers what I want in a sword&sorcery game. The main advantages being firstly, indepence from magical gadgets (as opposed to D&D) and secondly, attractive and exclusive special abilities (as opposed to classless systems, where everyone can learn anything).
We got a point here. Playing the game for its rule system rather than for its setting. That’s quite a different approach of the game than the other posts so far. There’s nothing wrong about it as D20 has many assets, proposing a rich environment with many game options. But I personally play the game because of the setting and not because of the rules, so my vision is rather different. And I don’t find D20 suited for Conan.
It would be interesting to know how many of D20 Conan defenders were D&D players already… I guess that if you already like the system and are familiar with it, it seems to me a lot easier to find it tailored to a new setting.
Oly wrote:
However as to if that slowness if good or bad, well that's opinions.[…]
That's neither good nor bad, just how it is.
Trying to say that one of D20's advantages compared to other systems is that it's quick and simple is not only wrong but really downplaying it's strengths.
Completely true, Mr Wiseman…
The King wrote:
What I also wanted to underline when I wrote Conan fan's would play in this setting whatever the system is that most of the fans playing with the actual (OGL rules) also possess the older gaming adventures made for miscealanous systems (GURPS, AD&D 1st edition and The Conan RPG released by TSR in the 1980's).
Even Thulsa modified older AD&D modules to make them playable with the actual system.
Yep! Own them all… plus hundreds of book that could be somehow someday usable for howardish gaming…
I believe a gaming system isn't a fixed matter even if it may have its fan circles. So if Mongoose offers a system which 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.
Thumbs up!…
LucaCherstich wrote:
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.
The perfect illustration of what I said earlier. Many defenders of Conan D20 were already familiar with the system before playing the game.
Clovenhoof wrote:
I played MRQ a couple of months ago and didn't like it. After this game (and experiences with other % games like MERP, UA and whatnot), I have decided I don't like percentile systems at all. They're all the same in that you usually start out with very low values across the board, and even your single most important main skill is below "50%", whatever that means. So you'll usually fail at even the most basic tasks twice out of three times.
Hey that’s completely wrong here! Firstly, MERP is by no way a percentile system, even if it uses a D100. It’s a simplification of the Rolemaster’s system, which is closer to D20 than to MRQ: a class/level based system, with a Task resolution engine (roll + modifiers vs. difficulty) where MRQ uses direct reading percentile rolls.
Most BRP/MRQ games allow higher skills at creation than what you say. Nothing prevents you in the rules to have your Cthulhu librarian with 75% Library Use skill or your Elric! fighter to have a 100%+ sword skill. An average BRP starting character has generally better hit chances than the D20 counterpart. The main differences is that hit points don’t really increase in BRP, making combat a dangerous occupation, even at higher “levels”.
The games you mention exists, like Warhammer where characters tend to be very weak at creation but they aren’t the majority.
Partly my bad experience is owned to the GM, who threw me and my friend with "level 1" characters into a group that had been playing their characters for over two years. So even in our key skills we were outperformed by everyone else in the group, although they were just fringe skills for them. That sucked big time.
As you said it was the GM’s mistake, not the system’s.
That's the problem with level-less systems, cuz seriously dudes, what D20 gamemaster in their right mind would throw a first-level character into a party of 10th level vets?
No GM mastering correctly his set of rules (whatever it is) would ever do this without a special reason. Again it would be the GM’s fault, not the game’s.
My main concern with Runequest is definitely the non-existant niche protection. Everyone can learn everything, and nobody can do anything special. That's just stupid.
A bit as in real life, but in classless systems experience tends nonetheless to focus your character in one direction. It seems less stupid than the “mages don’t wear armor” kind of stuff and other arbitrary decisions of most class systems (like “you gain a new level, you gain a new power/ability”)… As you generally have a certain range of liberty for spending your skill points, nothing prevents to make a balanced team with complementary skills and abilities. No matter you won’t get enough points to learn everything, so you’ll have to specialize. Same as D20, but without arbitrary and illogical restrictions…
But talking in percentages seems to limiting to me, as if all tasks were exactly the same difficulty. Here I think the more abstract way of a dimensionless modifier is better, because it lets you determine the success chance independently from the skill value via DC.
Wrong again. All BRP based games use a system of situational modifiers to the skill roll.
While that's technically certainly also possible in % systems - you might allow a "15% circumstance bonus" - I've never experienced that in actual gaming; the GMs always just let you roll the % dice in unmodified checks and then you most certainly fail.
Again, you judge from a poor gaming experience… There’s no problem in preferring D20 or any other system but your arguments falls off target somehow…
Ichabod wrote:
As to niche-protection, I'd also argue that this isn't something that should be established by mechanics but by the GM/play group.
BTW, I don't feel a strong niche-protection in Conan or really any D&D game. I constantly lament that the level system in D&D (specifically, Conan has much better flexibility) overrides all other character features to such an extent that you can just define a character by their levels, which means any two characters with the same levels are virtually the same character. Feats should fix that problem but don't because the feats are wildly imbalanced and are organized into feat trees to where everyone takes the same ones. And, really, mostly what feats do is provide some sort of plus to a die roll which is hardly any different from getting a plus to a die roll for some other reason. At least in Feng Shui schticks ooze flavor and more of them seem to open up new abilities rather than just modifying existing ones.
4E D&D is an incredibly blatant example of railroading characters into a limited number of options, but really, it's only institutionalizing something that happens anyway. Sure, two characters of different classes are going to be different. Weeee! Unless you want to introduce a billion new classes - oh wait, that's what D&D does - you end up with only so many different character constructs ... mechanically. Of course, you can always *gasp* roleplay a character different from its mechanical clone, but I actually care about a character's "numbers" as it helps to define the character as much or more than personality, at least for genres like fantasy where what you can do is more important in fiction than what your Myers-Briggs type is.
Then, take a look at your typical superhero system. Let's say Champions. There's absolutely no niche-protection built into the game at all, it's entirely play group dependent. Yet, it's extremely important to the genre to have unique abilities.
Really, it comes down to how the group will play a game and how much a GM will go beyond the rules to establish individual identity. I think that it should be a requirement for any character that the character have some ability or, at least, facet that is completely unique and can never be encroached upon by anyone else. If saddled with d20, I'd require that every PC have their own unique "feat" which provides some ability that cannot be duplicated in any way, something at no time do I ever feel the game encourages.
What really draws people to fictional characters? Something that is unique to that character. It may not be any one thing - there are plenty of Kryptonians, but some combination of powers, personality, background, enemies, or whatever creates a memorable identity. While that can happen over time in a campaign where experiences give depth to a character or bring out particular traits that didn't exist initially, why not start with somebody special? So, screw the system - get the GM to buy into the idea that a concept matters and part of that concept entails some unique aspect or blend of aspects that won't get duplicated (without good reason) by any other character in the game.
Excellent analysis, worth rereading for those who missed it…
KemperBoyd wrote:
We agreed on that 4th Ed. wouldn't be good for Conan, but in it's own context, it's pure genius. Clear roles in the party are what D&D has always been about, but Conan is better for games where we want flexible characters.
Also, D&D is good to run in a more tactical way, but as I run Conan, I play it fast and loose with the rules to keep combat flowing fast.
I share your vision of the game. D&D is great for tactical gaming, but fail to capture Howard’s savage mood.
Like Style stated, what we’ve got here is more a holy war between D20 lovers/haters than a discussion about Conan future. Anyways what I felt in reading those pages is that most D20 players were using D20 even before Conan and that most of them said “they would never buy a non D20 Conan book”. If it were so it would prove they are more D20 fans than Conan fans.
It’s Conan gaming we’re talking about here. I’ve been buying all Conan RPG stuff so far, be it from TSR, SJG or MGP and I will keep doing so, whatever the system.