'Barbarism is the natural state of mankind,' the borderer said, still staring somberly at the Cimmerian. 'Civilization is unnatural. It is a whim of circumstance. And barbarism must always ultimately triumph.'

-Robert E. Howard
Beyond The Black River

Corrupt Cliffs

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Showing posts with label 2d20. Show all posts
Showing posts with label 2d20. Show all posts

Wednesday, November 28, 2018

Status Tokens for Conan!

Awhile back I got tired of using small plastic chits with sharpie for status markers for Conan 2d20. I wanted something a little cooler to help with that visual appeal.

I came up with these small tokens. One for each of the major conditions, as well as a few versions of them for indicating how severe they are, ie Grapple 2 vs Grapple 1. In addition to the status tokens I also included a set of numbered tokens for various uses and a set of tokens that can be used for Doom, Momentum and Fortune.

I had these small tokens created and shipped to me via "The Game Crafter" for about $15cad, working out to be about 10 cents a token. As you can see in the photo the set included 150 total tokens. I am quite looking forward to using them in my games! If you follow me on instagram you are sure to see them in play after the weekend!

And of course if you want a set I made them available for order at The Game Crafter!

Until next time! Keep it weird!

Monday, November 5, 2018

Conan 2d20: Chase Trials.

Recently we talked about a mechanic to bring extended tests into Conan 2d20. We named this the Trial. Today we are going to extend this a little further using what amounts to Trial struggle, or the Chase Trial

We saw a Trial denoted like this, "10-D2", where D2 was the difficulty and 10 was the total momentum that needed to be generated to complete the extended test. The Chase Trial will work essentially the same way. One side will be given the Trial, and the other side a simple difficulty rating.

The Chase

Those being chased will be given a Trial they will need to complete to escape, ie 15-D1. In order to escape their pursuers they must complete the Trial. Those chasing will make their own skill roll, and as in a struggle the total momentum available will be the difference between the two.

Those escaping can, of course, use any momentum left to work through the Trial, while those giving chase can use their momentum to undo whatever headway the escapees have made.

How Far?

If we assume an accumulated momentum on this Trial of 0 is equivalent to the parties being in the same zone then we can take this a step further and introduce zones and ranged weapons into the mix. Perhaps an accumulated momentum of 1 or 2 indicates the two parties are at medium range and an accumulated momentum of 3 or 4 indicates long range.

How many momentum is indicated by range will largely by the GMs call. A short chase across a grassland might mean 3 momentum still indicates close range, while a long chase through the narrow streets of the Maul might indicate only 1 momentum is medium range and beyond that you lose line of sight on your opponents.

Test Difficulty

Generally, start the difficulty at 1 and add to it based on the environment. The total momentum required will vary based on the number of players, how capable they are, and how much they are willing to risk. If the player leading the challenge is unwilling to use Doom to gain additional dice, the players may flounder, especially if their base difficulty is 2 or higher.

  • Escape through a well known, lit city. Base difficulty = D1.
  • Escape through a known darkened city. +1 Difficulty = D2.
  • Escape through an unknown, darkened city. +2 Difficulty = D3.


Here are a few quick samples illustrating this as an idea.
Quick escape through known darkened streets - 10-D2 Survival/Stealth vs D2 Observation/Survival
Quick escape through unknown darkened streets - 10-D3 Survival/Stealth vs D2 Observation/Survival
Prolonged Escape through known daylight streets - 15-D1 Survival/Stealth vs D1 Observation/Survival
Chasing a cart on horseback along a forested road - 10-D2 Animal Handling vs D1 Animal Handling

The night is dark and a thick mist has descended upon the city. Two men stand outside a money house, while a third crouches and works the lock with slender tools that glint occasionally in whatever light is available. The standing men are both of native stock, Nemedia, while the third is clearly Zamoran. The Nemedians scan the area and one speaks, "Hurry up."

"Almost there.....", replies the Zamoran, his voice trailing off in concentration.

With a click the door opens and a quick sly smile jumps across the Zamoran's face. Just as quickly the smile vanishes as men in clanking armor and the livery of the Numalian town guard step from the shadows and utter a single command, "HALT!"

The three companions look at each other and with a small nod that only their years together allowed them to understand. They bolted off into the night, the guardsmen in pursuit!

Round 1
Momentum Pool: 2
Doom Pool: 13

GM: Ok! You escape into the fairly familiar streets of the city with the guards hot on your tail. Your difficulty in evading the guard is 10-D2 Stealth or Survival, and they are at a D2 to catch up to you.
Nemedian1: I have a 15/3 Survival rating so I will take the lead.
Nemedian2: I assist with my 13/2 observation helping to pick the safest path through the darkness.
Zamoran: I will assist with my Stealth 12/2 skill, helping us stay as silent as possible.
GM: Ok Roll!
Nemedian1: I roll 4 dice, buying 1 with momentum. 15, 1, 2 and 12 for 6 successes and 4 momentum!
Nemedian2: I roll my assistance die! I roll a 2 adding 2 more success!
Zamoran: I roll 1 die as well. I get a 4. That is 1 more success!
GM: Your total momentum for the struggle is 7!
GM: Ok. The Squad of guards rolls. 3 for the Sgt with an observation of 9/1 and 4 more for the rest of his unit also at 9/1
GM: 10,9,1,13,17,4 and 15 for 4 Successes and 2 momentum vs your total momentum of 7
GM: You manage to put some ground ground between you and them. Your total momentum for the escape is at 5/10.

Round 2
Momentum Pool: 0
Doom Pool: 12

Nemedian1: I roll 3 dice! a 3, 14 and a 10, for 4 successes and 2 momentum!
Nemedian2: I also roll assistance 1d20 against my observation again! I get a 1! 2 more successes!
Zamoran: I assist with my stealth again rolling my 1d20! 12 for 1 successes.
GM: Your total momentum for the struggle is 5!
GM: The sergeant buys 3 dice with doom and the rest of the squad rolls 4, for a total of 9d20 all at 9/1.
GM: 3,10,19,11,20,7,13,13,10 for a total of 2 successes and 0 momentum, PLUS a complication!
GM: Your total momentum for this Trial is now at 10!

The three men race into the familiar streets of the city, the night and mist work in their favor as they quickly slip away from the guardsmen that were laying in wait to catch these three thieves.......


Until Next Time

If you have any ideas or thoughts about this as a simple system to mechanically run chases, let me know. Feel free to drop a comment or check me out on YouTube .

Till next time, don't forget to Keep it Weird!

Friday, October 26, 2018

Naval Combat in the Hyborian Age: Conan 2d20, an overview and example.

It was just at sunrise when the lookout shouted a warning. Around the long point of an island off the starboard bow glided a long lethal shape, a slender serpentine galley, with a raised deck that ran from stem to stern. Forty oars on each side drove her swiftly through the water, and the low rail swarmed with naked blacks that chanted and clashed spears on oval shields. From the masthead floated a long crimson pennon.
Queen of the Black Coast
-Robert E. Howard

Overview

Like many things in Conan 2d20, small details are ignored to bring big action and quick resolution. We generally don't count arrows and we don't concern ourselves with exactly how many coins of gold we find. Naval combat works like this, scaling up regular combat to the high seas. Allowing us to resolve the epic ship battles of the open water in only a few rounds.

This is not a wargame by any stretch of the imagination. It is a high level abstraction of ship combat that allows PCs to still be central to the action. Like combat at a man to man level we have familiar ideas like zones, soak, stress(structure) and harm(breaks). Despite these similarities a man's weapon isn't going to cause damage to a ship, but flaming arrows, ramming and siege weapons can all batter and destroy a ship sending it to the depths.

Ship Positions & Roles

Crew Assignment - One or more crew members on a ship assigned to the same task. If the crew assignment is larger than one, then one of the crew assignment is designated as the leader and the others as support. For example a PC might be the leader on a crew assignment that commands the ship and have a number of NPCs to assist in the role.

A ship is split into various positions that describe the functions a ship might perform during its turn: Commander, Helmsman, Lookout, Marine and Piper. Each of these positions has a selection of actions they can perform; marines can try and grapple the enemy ship or fire flaming arrows at it, Commanders can attempt to coordinate actions or assign command crew.

Each crew assignment is able to complete one action in a ship's turn. In order for a ship to complete one of these actions in a turn, it must have a crew assignment to complete the skill test associated with it. For marines to shoot flaming arrows there must be one or more marines assigned to attempt a ranged weapons test.

Each position can only have one crew assignment associated with it. You can't have two command crews and perform two coordinate actions in a turn. The only position this is different, is the marine crew. You can have as many marine crew assignments as you have men for.

This is a list of the positions, what they do, and the number of crew assignments they can have.
  • Commander - Generally giving orders and coordinating. Adding momentum to the pool and moving crewmen around if needed. 1 crew assignment.
  • Helmsman - Making movement decisions and sailing tests to avoid shallows, reefs and debris. 1 crew assignment.
  • Lookout - Watching and adding momentum to movement and helping to coordinate attacks. 1 crew assignment.
  • Marines - Boarding, Firing arrows (Normal and flame), firing siege equipment. 1+ crew assignment.
  • Piper - Coordination of the rowers. Adding momentum to movement. 1 crew assignment.
Large ships will generally have enough crew to create larger crew assignments and be more effective. Smaller ships will have less effective crew assignments, or in the case of very small vessels, not enough crew to fill all the roles, causing them to not be able to perform an action from each position during a turn.


The term "Crew Assignment" is one of my own creation to help clarify the positions on a ship. Conan the Pirate talks about crew (generally the PCs) and Support crew. However support crew are a part of the rules that could use a little bit of clarity. I play them based on my idea of the crew assignment and assistance rules; the leader rolls their dice and the support crew roll their dice. If the leader is successful then the support successes are added in. If I was GMing a party of six adventurers on a sailing vessel and they had managed to scare up 20 crew members, they might organize their vessel something like this.
  • Commander - PC1 - 2 crew - Command rolls are PCs 2d20-5d20 + 2d20 assistance dice from the crew.
  • Helmsman - PC2 - 3 crew - Helmsman rolls are PCs 2d20-5d20 + 3d20 assistance dice from the crew.
  • Lookout - PC3 - 3 crew - Lookout rolls are PCs 2d20-5d20 + 3d20 assistance dice from the crew.
  • Marines - PC4 - 4 crew (Squad with PC) - Marine rolls are PCs 2d20-5d20 + 4d20 assistance dice from the crew.
  • Marines - PC5 - 4 crew (Squad with PC) - Marine rolls are PCs 2d20-5d20 + 4d20 assistance dice from the crew.
  • Marines - PC6 - 4 crew (Squad with PC) - Marine rolls are PCs 2d20-5d20 + 4d20 assistance dice from the crew.

Reactions

Although the rules state a single action per crew assignment, it lists actions as a Standard Action and as a Reaction. This is another area I feel the rules could use a little work, but it we assume a scaled up version of normal combat, in which players receive a single standard action and can still perform reactions, we can reasonably make the same assumption here. We can of course make the same assumption on the cost of these reactions being 1 doom for the first, 2 for the second etc.

The Ships

As I mentioned combat is essentially scaled up from standard melee combat. Each ship is given basic specifications, some matter for combat and some do not. The ones we care the most about are as follows.
  • Structure - Stress of the ship.
  • Breaks - How many breaks it takes to destroy/sink/incapacitate the ship.
  • Soak - How much armor the ship has.
  • Maneuver - How nimble a ship is, grants bonus d20s on sailing tests.
  • Qualities - Some of these are general concepts and don't lend themselves to combat, others allow combat centric abilities like quicker moves, or easier ramming.

Damage

Ships can suffer from a few types of damage. Ramming, flaming arrows and siege weapons can all cause physical damage that can sink the vessel. Boarding and regular arrows generally cause non-lethal damage, and again the rules are a little loose here, so use your best judgement on how many crew are actually killed if the ship takes several non-lethal breaks.

Final Thoughts

As a set of rules these could use a little more polish. There is a large portion of gamers that want to play RAW and some things just don't make sense as they are written. Others require more of a leap of faith than some are willing to make. If you can get past that, then you can easily use this as a framework to play out high level narrative combats on the high seas, while allowing each PC to handle a specific action on a ship.

An Example

In the example to follow we will break it down in depth and split each ship turn up into the crew positions. Our example will illustrate a battle between a Merchant Cog named "The Promise of Ishtar" being attack by a Pirate Caravel named "The Fury of Set". Below are the specifications for the two ships. You will see that the "Fury of Set" has a maneuver of 1, and so will gain +1d20 to sailing tests. It is also listed as agile which means it can move an additional zone with any movement action it takes.

Also take note that the "Promise of Ishtar" is a much heavier ship with more structure and breaks than the caravel has.

To further help in our example, we will call the "Promise of Ishtar" the PC vessel and the "Fury of Set" the NPC vessel. Further we will assume all crew positions have an acting leader, who is at least toughened, to give each ship equal actions during a turn. We will also assume play has been in sessions for awhile and the players have 3 momentum in their pool while the GM has 15 doom accumulated.

Fury of Set

Class: Caravel Sailing Range: 14 Days Maneuver: 1
Soak: 2 Structure: 6 Breaks: 3
Crew: 20
Qualities: Agile, Shallow Draft, Ship
Stowage: 100

Promise of Ishtar

Class: Cog Sailing Range: 8 Days Maneuver: 0
Soak: 2 Structure: 10 Breaks: 4
Crew:10
Qualities: Deep Draft, Ship
Stowage: --

Here I have laid out the crew assignments for the various ship positions. As well as the skill Target Number(TN) and Focus(FC) we are most likely to need in this scenario.

Crew Assignments
Fury of Set Promise of Ishtar
Commander 1 Leader
3 crew
Command Skill: 9/1
1 Leader
1 crew
Command Skill: 10/2
Helmsman 1 Leader
4 crew
Sailing Skill: 9/1
1 Leader
1 crew
Sailing Skill: 12/1
Lookout 1 Leader
4 crew
Observation Skill: 10/1
1 Leader
1 crew
Observation Skill: 9/2
Marines 1 Leader
4 crew
Ranged Skill: 10/1
Command Skill: 10/1
1 Leader
1 crew
Ranged Skill: 9/1
Command Skill: 10/1
Piper
None
None

One final note before we move to the example. It will seem long as there is a lot of writing, however it is only 3.5 rounds of combat. I have also not included any descriptive text as this was designed to be a mechanical example of the rules. Of course if you have any questions or find any mistakes please drop me a line or leave a comment on the blog!


Khemi was still a day away, and as the sun began to set, the crew of the “Promise of Ishtar” prepared for another night at sea. They sailed from Messantia loaded with cargo, headed for the northern end of the Black Coast. They had travelled this route many times, past dark coves and around small islands holding mysterious ruins.

The remainder of the day was quiet in the embrace of the dying sun, only the sound of the ship’s prow plying the waves made any discernable noise. Suddenly the silence was broken by a sharp cry from the lookout as he spotted a long dark shape sliding out of one of the shallow coves. Its mast flying a brightly colored pennon, floating on the breeze. Its triangular sails unfurled and full of wind as it bore down on them with remarkable speed.

“By Mitra!” The captain cursed. “Get ready ya dogs! That be the Fury of Set!”.


Opening set-up.  "Fury of set" sailing out of the cove to attack "Promise of Ishtar".


Round 1


  • Momentum: 3
  • Doom: 15
The Fury of set is headed toward the Promise of Ishtar, but is currently at long range and running with the wind.
Players always get initiative unless the GM interrupts.

Promise of Ishtar
"Promise of Ishtar" takes damage in the shallows.

Commander: Coordinate.
  • D1 Command Test vs. 10/2. Rolls 2d20(9,17). 1 success, 0 momentum.
  • Crew support of 1 rolls 1d20(19). 0 successes, 0 momentum.
  • No momentum spent.
  • No momentum is added to the group pool.
Lookout: Heading.
  • D1 Observation Test vs 9/2. Rolls 2d20(14,14). 0 successes. Failure.
  • No momentum spent.
  • No momentum is added to the group pool.
Helmsman: Full Sail.
  • It is a deep draft ship, so the difficulty is increased by 1 step due to crossing shallow waters.
  • Move 2 zones. Z5->Z6->Z4. D2 Sailing Test vs. 12/2. Rolls 3d20(13,16,5). 1 success. Failure.
  • The ship fails to cross the shallow water and slows as it takes damage ending its turn in Z6. The hazard causes 3cd(2,5,6).
  • Promise of Ishtar suffers 2 structure damage as her soak absorbs 2 points.
  • 1 momentum spent. (+1d20) (2 left)
  • No momentum is added to the group pool.

Fury of Set
"Fury of Set" softens her prey with flaming arrows.

Commander: Coordinate.
  • D1 Command Test vs. 9/1. Rolls 3d20(1,5,10). 2 successes, 1 momentum.
  • Crew support of 3 rolls 3d20(15,19,2). 1 success, 1 momentum.
  • 1 doom is spent. (+1d20)
  • 2 doom is added to the doom pool. (16 left)
Lookout: Heading.
  • D1 Observation Test vs, 10/1. Rolls 2d20(4,15). 1 success, 0 momentum.
  • Crew support of 3 rolls 3d20(8,4,19). 2 successes, 2 momentum.
  • 0 doom is spent.
  • 2 doom is added to the doom pool. (17 left)
Marines: The ships are now in close range. Flaming Arrows.
  • "Promise of Ishtar" attempts to evade and pays 1 doom for the reaction.
  • Reaction Struggle
    • "Fury of Set" D1 Ranged attack vs 10/1. 4d20(19,16,14,4)+crew 4d20(8,18,7,13)=2 momentum.
    • "Promise of Ishtar" D1 Sailing Test vs 12/1. 5d20(8,10,16,3,14)+crew 1d20(15)=2 momentum.
    • GM spends 1 point of doom to break the tie for the NPCs.
  • Flame arrows cause 4cd(4,2,2,3) damage to the "Promise of Ishtar". 2 points are soaked.
  • She takes points of structure damage.
  • 3 doom is spent. (+3d20)
  • 2 doom from PCs. (1 reaction, (+1d20)(18 left)
  • 2 momentum spent. (+2d20)(0 left)

Round 2


  • Momentum: 0
  • Doom: 18

GM interrupts initiative and "The Fury of Set" goes first.

Fury of Set
"Fury of Set" grapples and pulls in her quarry!

Commander: Coordinate.
  • D1 Command Test vs. 9/1. Rolls 3d20(12,12,13). 0 successes. Failure.
  • 1 doom is spent. (+1d20)(17 left)
Lookout: Heading.
  • D1 Observation Test vs. 10/1. Rolls 4d20(17,5,15,10). 2 successes, 1 momentum.
  • Crew support adds 4d20(10,14,19,18). 1 success, 1 momentum.
  • 2 doom is spent. (+2d20)
  • 2 doom is added to the doom pool. (17 left)
Helmsman: Standard motion. Z6 close – Z6 reach.
  • D1 Sailing test vs. 9/1. Rolls 4d20(17,2,17,4). 2 successes, 1 momentum.
  • Crew support adds 4d20(8,14,6,9). 3 successes, 3 momentum.
  • 1 doom is spent. (+1d20)
  • 4 doom is added to the doom pool. (22 left)
Marines: Grapple.
  • D2 Ranged attack. "Promise of Ishtar" attempt to evade spending 1 doom.
  • Reaction Struggle
    • "Fury of Set" D2 Ranged attack vs 10/1. 5d20(10,11,8,4,4)+crew 4d20(17,6,2,4)=5 momentum.
    • "Promise of Ishtar" D1 Sailing Test vs 12/1. 5d20(4,14,11,19,2)+crew 1d20(16)=2 momentum.
    • "Fury of Set" wins the struggle with 3 momentum.
  • 3 Doom is spent. (+3d20)
  • 4 doom from PCs. (reaction, +3d20)
  • 3 doom is added to the doom pool. (26 left)

Promise of Ishtar
"Promise of Ishtar" fails to cut herself free.

Commander: Coordinate.
  • D1 Command Test vs. 10/2. Rolls 2d20(7,3). 2 success, 1 momentum.
  • Crew support of 1 rolls 1d20(6). 1 successes, 1 momentum.
  • No momentum spent.
  • 2 momentum is added to the group pool. (2 left)
Lookout: Heading.
  • D1 Observation Test vs 9/2. Rolls 2d20(16,15). 0 successes. Failure.
  • No momentum spent.
  • No momentum is added to the group pool.
Helmsman: The ships are grappled and floating aimlessly within the zone.
There are no rules presented to ungrapple the ships, or at least non that I can find. You can assume it is not possible in combat or you can allow the grapples to be unhooked if a boarding action is successful. We will allow the grapples to be unhooked after a successful boarding action.
    Marines: Boarding Action. Attackers are at D0 when attacking during a grapple.
    • Command Struggle D0 vs. D1
    • Struggle
      • "Promise of Ishtar" D0 Command Test vs 9/1. 4d20(3,19,10,4)+crew 1d20(5)=3 momentum.
      • "Fury of Set" D1 Command Test vs 10/1. 5d20(7,1,4,5,12)+crew 4d20(8,10,6,19)=7 momentum.
      • "Fury of Set" wins the struggle with 4 momentum.
    • 2 momentum is spent. (+2d20) (0 left)
    • 3 doom is spent. (+3d20)
    • 4 doom is added to the doom pool. (27 left)

    Round 3


    • Momentum: 0
    • Doom: 27

    GM interrupts initiative and "The Fury of Set" goes first.

    Fury of Set
    Savage pirates board and kill on "Promise of Ishtar".

    Commander: Coordinate.
    • D1 Command Test vs. 9/1. Rolls 5d20(19,16,2,15,2). 2 successes, 1 momentum.
    • Crew support adds 3d20(9,17,11,3). 2 success, 2 momentum.
    • 3 doom is spent. (+3d20)
    • 3 doom is added to the doom pool. (26 left)
    Lookout: Heading.
    • D1 Observation Test vs. 10/1. Rolls 5d20(17,10,1,5,17). 4 successes, 3 momentum.
    • Crew support adds 4d20(9,17,11,3). 2 success, 2 momentum.
    • 3 doom is spent. (+3d20)
    • 5 doom is added to the doom pool. (28 left)
    Marines: Boarding Action. Attackers are at D0 when attacking during a grapple.
    • Command Struggle D0 vs. D1
    • Struggle
      • "Fury of Set" D0 Command Test vs 10/1. 5d20(11,19,9,8,6)+crew 4d20(8,2,19,19)=5 momentum.
      • "Promise of Ishtar" D1 Command Test vs 9/1. 4d20(17,15,19,8,3)+crew 1d20(8)=2 momentum.
      • "Fury of Set" wins the struggle with 3 momentum. Note this is not doom yet, but momentum generated from a test and so can be used for non-immediate spends.
    • Boarding actions cause 5cd NON-LETHAL damage.
      • Rolls 5cd(4,1,1,2,6).
      • 1 momentum to re-roll the 4 and a 1. Rolls 2cd(6,5). Total damage = 6.
      • 1 momentum to gain a penetrating attack ignoring 2 points of soak.
    • "Promise of Ishtar" takes 2 breaks. 1 for suffering more than 5 structure in a single attack and 1 for having it's structure drop below 0.
    • Note: You may wish to reduce the crew of "Promise of Ishtar" by about 1/2 as it's now suffered half of it's breaks. For this example we won't bother. You should do whatever makes narrative sense.
    • 3 doom from PCs (+3d20)
    • 3 doom is spent. (+3d20)
    • 1 doom is added to the doom pool. (27 left)

    Promise of Ishtar
    "Ishtar" fails to cut herself free again.

    Commander: Assign Crew.
    • D1 Command Test vs. 10/2. Rolls 2d20(17,15). 0 success. Failure.
    • No momentum spent.
    • No momentum is added to the group pool.
    Lookout: Heading.
    • D1 Observation Test vs 9/2. Rolls 4d20(5,16,15,7). 2 successes, 1 momentum.
    • Crew support adds 1d20(19). 0 success, 2 momentum.
    • No momentum spent.
    • 1 momentum is added to the group pool.
    • 2 doom from PCs. (+2d20)(28 left)
    Marines: Boarding Action. Attackers are at D0 when attacking during a grapple.
    • Command Struggle D0 vs. D1
    • Struggle
      • "Promise of Ishtar" D0 Command Test vs 9/1. 5d20(14,1,9,8,10)+crew 1d20(14)=4 momentum.
      • "Fury of Set" D1 Command Test vs 10/1. 5d20(12,16,5,5,9)+crew 4d20(6,14,7,12)=4 momentum.
      • Gm breaks the tie in favor of the "Fury of Set"
    • 1 momentum is spent. (+1d20) (0 left)
    • 2 doom from PCs. (+2d20)
    • 4 doom is spent. (+3d20, Tie Break)
    • 0 doom is added to the doom pool. (24 left)

    Round 4


    • Momentum: 0
    • Doom: 24

    GM interrupts initiative and "The Fury of Set" goes first.

    Fury of Set
    The Pirate's of Fury of Set finish the job, taking the ship.

    Commander: Coordinate.
    • D1 Command Test vs. 9/1. Rolls 2d20(19,10). 0 successes. Failure.
    • 0 doom is spent.
    • 0 doom is added to the doom pool. (23 left)
    Lookout: Heading.
    • D1 Observation Test vs. 10/1. Rolls 2d20(7,11). 1 successes, 0 momentum.
    • Crew support adds 4d20(14,19,11,3). 2 success, 1 momentum.
    • 0 doom is spent.
    • 1 doom is added to the doom pool. (24 left)
    Marines: Boarding Action. Attackers are at D0 when attacking during a grapple.
    • Command Struggle D0 vs. D1
    • Struggle
      • "Fury of Set" D0 Command Test vs 10/1. 5d20(9,1,6,15,2)+crew 4d20(19,3,16,9)=7 momentum.
      • "Promise of Ishtar" D1 Command Test vs 9/1. 5d20(3,17,19,10,2)+crew 1d20(6)=2 momentum.
      • "Fury of Set" wins the struggle with 5 momentum. Note this is not doom yet, but momentum generated from a test and so can be used for non-immediate spends.
    • Boarding actions cause 5cd NON-LETHAL damage.
      • Rolls 5cd(5,3,2,2,2).
      • Total damage = 11 structure damage - 2 soak = 9 structure damage.
    • "Promise of Ishtar" takes 2 breaks. 1 for suffering more than 5 structure in a single attack and 1 for having it's structure drop below 0.
    • 3 doom from PCs. (+3d20)
    • 3 doom is spent. (+3d20)
    • 5 doom is added to the doom pool. (29 left)

    "Promise of Ishtar" has now suffered 4 non-lethal breaks and so has been subdued and taken over by the "Fury of Set".

    Friday, October 19, 2018

    Conan 2d20. Skill Trials

    In previous articles I have talked about how success in Conan2d20 aren't simply pass/fail. There is a measure of how well a character completes a skill test; how well you attack, observe or hide. Momentum is an easy way to track this, each point you generate allows you cause more damage, do cool stunts or learn more about your environment.

    Generally failure is, however, still failure. The one place this is different is combat. If I am fighting a skeleton and I make a melee skill check to hit and I fail, the skeleton is still there. I get to try again to succeed in the next round. Compare this to your party sage trying to decipher ancient runes on the wall. If he rolls a failure, it's all over and the meaning of the writing is lost forever, beyond the abilities of our heroes. Certainly there are mechanics in games that work to address this, such as "taking 20" but most of these make the assumption that the player and their character has essentially unlimited time to solve the puzzle or make the skill check.

    Today we are going to try and address this potential issue with something I am calling a "Trial". I didn't invent this mechanic. Several other systems use it, such as ICRPG and the AGE system. (It has been noted since I published this that both the Infinty and Star Trek 2d20 RPG systems have similar mechanics.) These "Trials" also works well once it is placed alongside the "TIMER" mechanic from ICRPG. Now rolling a failure, in a time sensitive encounter, doesn't mean they will never know what it says. Now it just takes them longer to figure it out. How long it takes might be a key part of a combat encounter; can the sage get the door open before the horde of ghouls overwhelms the party?

    Some ideas for skill tests that might benefit from these "Trials" are deciphering runes, solving puzzles, exploring ruins or jungles, negotiating costs etc. It can give your non-combat characters the ability to work to complete something during combat and contribute to success of the party instead of taking the backseat.

    The Basic Idea

    The current iteration of the system is quite simple. I make a note like 10-D3, which signifies a 10 momentum D3 challenge. Succeeding at the challenge lowers the total by 1 and momentum generated goes towards solving the puzzle or being stored in the pool. When challenge momentum reaches 10 you have solved the puzzle, deciphered the runes, made it through the jungle etc.

    Probably the easiest way to track this is to pick a momentum score that is a multiple of one of the types of dice we use for general RPG play, this way you can easily use a die to track how much progress a players has made. You could even get a special set of dice that you use only for "Trials", this way players can easily tell what they are and how much work still needs to be done.

    Round 1:
    Our Sage, Altan, has come across a series of strange runes at the end of a corridor. He suspects deciphering the runes is key to opening the passage, and so sets to work.
    Player: I try and decipher the runes.
    GM: Ok it's a 5-D3 test.
    Player: I will roll 4d20 against his Lore score of 13/2 and get 8,9,15,13.
    Altan looks over the runes and begins his work to decipher them. At first he doesn't recognize anything, but finally he thinks he has a good place to start and continues to work on them.

    Round 2:
    Altan continues to work on deciphering the runes, as his work continues his fellow adventurers hold off the ongoing things in the dark, but time runs short and his friends are being to fall back.
    Player: I continue to try working on the runes.
    GM: OK, since you succeeded last time it is now a 4-D3 test.
    Player: I will roll 5d20 against his Lore score of 13/2 and I will use a Fortune for one of the dice. 10,5,17,19,1. Giving me 1 point of momentum.
    GM: The test has been reduced to a 2d3 test. Altan works hurriedly decoding and deciphering, he believes he has slightly more than half of the words figured out, but they still don't make much sense.

    Round 3:
    In the darkness, something large stalks towards the party. Four warriors standing, heaving with exhaustion. Blood and sweat drip down their bodies. Behind them, seeking the way out, an older man in robes hurriedly works, scrawling in a notebook.
    GM: Something large will be upon your party next round
    Player: I continue to work!
    GM: OK, We now have a 2-D3 test! All you need is success and a momentum! .
    Player: I will roll 5d20 again agains his Lore score of 13/2. I roll 17,10,4,4,12, giving me 4 successes!
    GM: You solve the runes! They are an ancient version of Turanian your didn't initially recognize. They tell you to how to open this passage and so you do, allowing you and your fellows to escape the coming doom.

    Lending a hand

    Assistance generally works the same as before, players can try and lend a hand by rolling an extra die and hopefully adding momentum to the pool. It was suggested another way to handle this is to allow the players to choose which skill they will roll against to offer the assistance. All they have to do is narrate their character using the skill in the scene.


    Our Heroes set out into the desert looking for a long forgotten tomb of an ancient Stygian king. All they have is a map and the setting sun.
    GM: It is going to take you 10-D2 Survival Trialto navigate the desert with the information you have. Failing a test will cause fatigue to occur. Player 1: I have the highest Survival test so I will make that as a roll.
    GM: Will anyone assist?
    Player 2: My alchemist would like to use Lore to assist to better understand the map.
    Player 3: I would like to use Observation to keep a keen eye on the horizon and make sure we are not going astray.
    Player 4: I use my counsel skill to keep everyone's spirits up, hoping the high moral will keep our heads about us.
    GM: Ok. make your rolls!
    Player 1: As lead I roll 5d20 against my Survival of 14/2. I roll 13,7,8,8,16 = Success and 3 momentum.
    Player 2: I roll my assist vs my Lore of 13/1. 10 = +1 momentum
    Player 3: My roll vs. my Observation of 12/2 is 3 = +1 momentum.
    player 4: I roll against my Counsel of 12/2. I get a 5. +1 momentum!
    GM: Your total is 7, reducing the "Trial" to a 3-D2 test on your next round.


    Fatigue and Despair

    If your players are exploring a deep oppressive dungeons, parching desert or big infested swamps, it might be worth while having a negative effect to an outright skill check failure. Perhaps if the party is working on a Survival Trial, rolling to navigate the desert and they fail it can be assumed they wander hopelessly and gain 1cd Fatigue, and likewise if trapped in the oppressive dark of a dungeon and they fail they gain 1cd Despair.

    Complications

    The simplest complication is to raise the difficulty of the next test by 1. But other things could occur depending on what the test is. In a dungeon? Perhaps they set off a trap. In a desert? Perhaps they encounter a snake and they take 2cd before killing it. Negotiating in a tavern? Maybe they have been pickpocketed and lose 1cd+1 gold. Another idea is, especially if they are burning through the test too fast, to extend the length of the test by 2 per complication, or some variant depending on how much you want to slow them down.

    Conclusion

    I have used this a few times and find it to be a decent way to abstract explorations without having to focus on mapping. It allows you plenty of places to use combat and encounters to spice things up. It also allows non-combat characters to participate more and at a similar level to combat characters. Going forward I have a few more articles planned that will utilize this mechanic to enhance your sessions of Conan 2d20.

    Till next time, don't forget to Keep it Weird!

    Thursday, August 30, 2018

    Zones Revisited for Miniatures. Conan 2d20 RPG

    One of the things I have struggled with is zones, especially when outdoors. Playing an action scene with miniatures and having zones that are not clearly defined can be difficult. D&D and others get around this by using grids, one square typically equals five feet. If you character has a move of 30'/turn, they move 6 squares. Nice and easy. Some players of these systems have moved away from grids and gone gridless. In systems like this if 1 inch equals 5 feet. A character with a 30'/turn moves 6". Still simple. This is generally how wargames work.

    Of note is an independent skirmish wargame called "A Song of Blades and Heros", which is an awesome game that I highly recommend. In this game characters are moved via a move stick. No measuring apart from the stick. You do lose a little granularity, but what you lose there you make up in speed. It's a cool system.

    I am sure some of you are wondering what I am on about. This is CONAN 2d20! It doesn't use a grid! It uses abstract zones! Zones based around scenery, zones based around where the action is happening!

    Yes. This is all 100% true and if you can easily define zones you can create areas that are larger and some that are smaller, allowing you to control speed of the characters moving across the environment. ie a large zone represents an area a character can move fast and a small zone represents an area a character needs to move slowly across.

    If you have time and can create defined zones in your outdoor scenes that your players can clearly identify, this is the way that more closely resembles how the rules are written and I suggest that it might be the best way to go. Best, but not fastest.

    Using some of the above ideas from gridless D&D games as well as SoBH, I want to suggest the use of a stick. This stick is the size you want your average zone to be, + 1/2 that length again. In the case of a 4.5" stick we mark it at 1.5" from the end, and label it "Close", label the remainder as "Medium".

    Indoors it might be small, say 4.5" long, and outdoors it might be double that size representing faster movement in larger, more open areas. As you can gather this stick represents the length of a zone. At the start of a players turn we assume his or hers character is sitting in the middle of their "zone".
    • Adjust - Free action - Miniature may move within any point listed as "Close" on the stick. Representing moving within the zone.
    • Move - Minor action - Miniature may move within any point on the stick. This represents moving to any place within "Medium" Range.
    • Sprint - Standard - Miniature may move to any point on the stick + the medium range portion of the stick, representing moving to "Long Range".


    Basically we are picking a length for what we want the "MOVE" action to be. In D&D that might be a 6" stick representing the move of 30'. Once we have that we are allowing half that distance in the free action "Adjust", that full length for "Move" and two of those lengths for "Spring". Compared to the zone map we had before we can see how this might look and how well it translates.

    This is a simple method that will allow your more tactically minded players to have a better grip on how far they can move in a round of play. It does have it's downsides, the biggest of them is you can't simply make a zone larger or smaller because the terrain is easier or more difficult to move across.

    If you play Conan 2d20 with miniatures I would love to hear your thoughts on using a measuring system vs a zone system. Drop me a comment below and let me know. If you don't play Conan 2d20 but do play gridless I'd also love to hear what you think of it. Till next time, don't forget to Keep it Weird!

    Tuesday, August 14, 2018

    The Expanse RPG: The Zone, Part 1: The Basics.

    I first encountered this idea in Conan 2d20, which isn't surprising since it was the RPG that brought me back to this hobby. I've seen it used a spatial idea in other games since then, which isn't to say Conan was the first, just the first to me.

    When not playing theatre of the mind, games like Pathfinder use a grid or a measurement to move miniatures around and determine if they can attack. ie Thogar, my warrior can move 20' in a turn and a square is typically 5 feet, allowing my character to move 4 spaces in a turn.

    Zones allow us to understand our spatial relationships but remove the idea of moving 4 squares or 5 squares. It gives up some granularity and some level of tactics, but gives us a fairly nice bridge between the boardgame/wargame feel of a grid/measurement based system and a theatre of the mind.

    If you are unfamiliar with a zone, you can think of it as a spatial area where some action might take place. It's size isn't *THAT* important but should probably make some sense given the encounter. If we take a generic tavern we might have 4 or 5 zones.
    • The Bar.
    • The Front Entrance.
    • The Tables.
    • The Fireplace.
    • The Dark Corner.
    Instead of measuring your 4 or 5 spaces a character can generally use their standard action/move to simply move from one zone into another. Moving around inside a zone is generally a simple/minor/half-move action depending on the game you are playing. Yes it removes the ability to do tactically think about where a character is moving and if they will trigger attacks of opportunity or similar. Yes it removes the ability of some players to be a little faster than others. What it does give you is a fairly simply way to spatially show about where players and their antagonists are located in an environment.

    You can also fairly easily define areas that are slower to move through by simply making those zones a little smaller. Consider the following graphic showing a road flanked on either side by dense forests. Without specifically counting squares we can see that the road is a faster way to travel and in this case, twice as fast.

    You can further make the environments interesting by adding skill tests or increased difficulties to the zones. In Conan 2d20 perhaps the forests add +1D to all skill tests including combat unless they are at home in the forest. In something like ICRPG where you set a TN for the room, you could now set it for each zone instead. Perhaps the zone is on a cliff edge and requires a dexterity test to not slip and another once slipped to not fall off the edge? As you can see it has the ability to add a lot of environmental factors in pretty easily.

    You can define these zones with terrain as normal, although this is often the most challenging way to do it as terrain will often bleed together and where a zone is exactly can be difficult for a player to see, especially if they are used to a grid or measure based system. Another way to define a zone is with a set of simple index cards, and I would be remiss without mentioning Runehammer's collections of index cards that make excellent zone markers. Currently he is up to four collections of these cards, with volume 3 being sci-fi oriented.

    Our next installment is going to look at how I am thinking of implanting this with Expanse given the full set of Modern Age rules. Things may change but it will give us a good starting place on how to implement this awesome and simple system in our games.

    Wednesday, July 25, 2018

    Conan 2d20 on Roll20. Using Decks for Doom, Fortune and Momentum.

    This is a simple how to tutorial designed to walk you through setting up a way to use Roll20s decks to build piles of Doom, Fortune and Momentum. It will give you a nice visual way to track the use of these items within Conan 2d20.

    The following steps will build a DOOM deck, and you should be able to create the other decks as you need. Lets get to it!

    The first thing we need to do is created a new deck. Go to the Macros and Deck sections of roll 20. Click "+Add", then click on the "New Deck" that was created. This will open the dialog box governing that new deck.
    Give the deck a name, in this case "DOOM".
    The players don't need to see the decks.
    The players don't need to be able to draw cards.
    We only have 1 card in these decks, so the set Cards are infinite and disable being able to choose from the deck. The discard pile should show the backs of the cards. They don't need stats and I set my size to be 50x50, although that might change depending on your screen and resolution.
    Scroll down to the bottom of the deck dialog box and click "+ Add Card", in that new cards dialog box, add a name and drag and drop the icon you want to use. In this example I am using a basic doom icon, a red box with a black D in it. Once that is complete, save you changes and drag and drop the same icon into the Card backing area and again save those changes.
    The deck is now set up. Click on "SHOW" (which will then change to "HIDE") and the new deck will be displayed on the side of your screen.
    To use the deck, just hover over the deck and choose deal. Select the number of icons to distribute and select the player to give them to. In this case, 5 Doom tokens to the GM.

    Here we can see the GM has 5 Doom tokens. Click on the 5, displays a box showing each instance of the token.
    When you want to spend them, simply drag and drop them from this opened window onto the desktop. Once there they can be counted, compared and deleted when you are done with them.
    Hopefully this quick guide gets you on your way to building a useable Roll20 interface for Conan 2d20 (and others!)

    Monday, May 28, 2018

    Easy DIY Gaming Table Upgrade!

    Welcome back!

    Last year, late in November I did a quick video on what I use for a gaming table. It was easy and cheap and created a cool lifted surface. You can find that video here: Gaming Table!

    I have always planned on rebuilding the top and making it nicer. Over the last year it has also warped a little, but not enough to be unusable. Since it functions and it would be a solely aesthetic upgrade it has become a low priority in my life. I did however have another idea I wanted to try out; under table LED lighting.


    As you can see it creates a pretty cool effect! I got this inexpensive set of lights from Aliexpress which has a nifty remote and allows changing of colors pretty easily! All of the colors are good except for the pure yellow, which looks more yellowy green.

    Total price for the strip and remote was about $10cad. Super inexpensive! I did have to get a battery for the remote that ran be a couple of dollars as well, but it didn't turn this from a $10 upgrade to a $30 upgrade. It was still under $15 when it was all said and done.

    This project is based on a raised tabletop, but if you had a sunken play area you could use it on that as well just as easily. It adds a new quick and easy dimension to your game that can really help with mood, if you can add this to your area, I highly recommend it!

    Have you done any upgrades like this to your gaming area? LED lights? something else cool? Drop me a note and let everyone know what cool things you have done!

    One last thing don't forget that buying items through quite a few of the links I provide gives me a small kick back which helps to support both the blog and the YouTube channel! Thank you to everyone that stops by and enjoys my ramblings!

    Until next time! Keep it weird!

    Monday, May 7, 2018

    Conan 2d20 RPG Overview: The Nemesis.

    Welcome back to the blog everyone! I hope your weekend was full of friends and good times. My last few posts have focused on the adversaries, minions and toughened opponents, in the Conan 2d20 rpg. Today we are going to wrap up the final one of these classes; The Nemesis. What is a nemesis? Well the following quote gives us a little insight. No, it's not from Conan, in fact it's not even from Robert E Howard, but I think you will recognize it either way.


    Do you know what "nemesis" means?

    A righteous infliction of retribution manifested by an appropriate agent. Personified in this case by an 'orrible ****... me.
    • Bricktop,
      Snatch, 2000


    A great line by a very bad man. It defines "nemesis" for us. In the Conan 2d20 RPG these are the personification of powerful entities. The nemesis class is the most capable class of foe your characters will face. They will present their largest challenge.

    We talked about the town guard being minions and the sergeants being examples of the toughened classes. Continuing this example, the leaders of the guard, generals and the like, will be this nemesis class. Conan himself served as the leader of men in this capacity. These are the horrors in the dark, the witches, the wizards and the warriors of renown that Conan faced throughout his travels.

    Ok so what does all this mean? The nemesis class is again going to have better equipment and attributes as compared to minions and toughened opponents. In addition the follow items are true of a nemesis.
    • The nemesis can suffer 5 physical and 5 mental harms.
    • The nemesis can react as per normal reaction rules.
    • The nemesis can spend 3 doom and gain a fortune point.
    • The nemesis often have a wide range of skills and abilities
    • The nemesis uses hit locations and armor just as a player does.
    • The nemesis is often leading multiple bands of foes.
    • The nemesis CAN lead a squad.
    When it comes to special rules the nemesis is, in some ways, the simplest of the three classes. They work just like player characters. They become complicated in how they are played and their wide range of talents and abilities.

    Now lets not get carried away here, if you drop a single nemesis down against a party of players, the nemesis will be lucky to survive a single round. These opponents become truly epic and frightening when they are leading groups of toughened or minions, forcing the players to engage their followers first.

    Another thing to keep in mind is the one large difference between PCs and the nemesis. If the PCs want to buy 3 bonus dice and have no momentum, they can exchange dice for doom. If the nemesis has no doom they are unable to get bonus dice.

    If your PCs are able to survive off of their built up momentum then the nemesis is going to be considerably weaker than one who has a fat pile of doom to draw from. This is something to keep in mind as players roll complications, if you are low on doom, it might be better to stockpile the complications till the final confrontation. Also keep in mind that any generated momentum by the nemesis can be stored as doom if it's not use right away.

    The nemesis is a powerful entity in it's own right, but for it to really shine, it will need strategy and support. As always I love to hear comments and feedback, ideas and errata. As we go forward I wonder what else would be useful to go over? Till next time, KEEP IT WEIRD!

    If you are interested in checking out the Conan system why not head over to DriveThruRPG and pick up a copy of either the Conan 2d20 core book or the Conan 2d20 quickstart pdf?

    Friday, May 4, 2018

    Conan 2d20 RPG Overview: The Toughened Opponent.

    We started this discussion with minions, but now I want to move on to the second of our opponent classifications; the toughened opponent. These opponents have the potential to cause some real challenges for your players in the form of more fully realized NPCs and creatures.

    These adversaries represent opponents who are better skilled and probably better equipped. If you think of a militia or town guard as minions, then their sergeants are going to represent toughened foes.

    Rules wise they work pretty much like a character does with a few exceptions.

    • They roll 2d20 for skill tests, and can gain up to 3 bonus d20s.
    • They are able to parry, dodge and react.
    • They are able to sacrifice shields to prevent a wound.
    • They are NOT able to sacrifice other forms of armor.
    • They do not have hit locations.
    • They can suffer two of the same type of harm before being eliminated.

    A special note for the GM based on my play experience. Although toughened opponents can survive better than minions, many characters have weapons or skills that bestow the INTENSE ability, which causes a second wound if a first is caused. For toughened opponents it means that can easily be dropped in a single hit, just like a minion.

    Optional House Rule,
    If you follow Modiphius at all they recently launched a kickstarter for John Carter of Mars using the 2d20 system, or a variant of it called 2d20 lite. In this they introduce what is essentially a modified toughened opponent. These opponents don't necessarily have the ability to only take 2 harms before being removed. They have a rating which specifies how many harms they can take. Consider how much more effective your toughened opponents will be if they have a third wound? Now when fighting against an INTENSE weapon or skill they will need to have all of their stress dropped to 0 in a round to have them removed from the board.

    Remember though with 2 harms the toughened opponent will be at +2 difficulty and so not very effective at much.... besides giving his buddies time to maneuver.

    Last time we also talked about The Mob, a loose group of sword fodder without much combat organization. We can remove one of those five minions and replace it with a toughened opponent, to increase it's overall effectiveness. The Squad represents a unit of opponents led by a better trained and equipped leader. It can contain up to 4 identical minions and 1 toughened opponent. When you roll skill tests for the group it is important to have a set of dice assigned to the toughened leader as their skills and expertise will likely be better than the minions they lead.

    Remember the bonus dice granted from the minions to the toughened leader are assistance dice, and it is possible for the leader to buy 3 bonus dice bringing their total to 5 before gaining up to an additional 4 dice depending on how many minions exist in the squad.

    Damaging the squad works pretty much like damaging a mob, with damage moving to the next member of the squad as minions are eliminated. The toughened leader is the last to receive damage this way. While existing within a squad, the toughened leader is unable to parry or react as they would normally do. Despite this the toughened leader can be attacked directly by using a called shot momentum spend.

    And that is pretty much it. There are a couple of small things we will take a look at next week that deal with groups (squads and mobs), but this is a good overview of the toughened opponent and how they can be used with minions to present a greater challenge for your players.

    As always I love to hear comments and feedback, ideas and errata. As we go forward I wonder what else would be useful to go over? Till next time, KEEP IT WEIRD!

    If you are interested in checking out the Conan system why not head over to DriveThruRPG and pick up a copy of either the Conan 2d20 core book or the Conan 2d20 quickstart pdf?

    Thursday, May 3, 2018

    Conan 2d20 RPG Overview: The Lowly Minion.

    Our last overview talked about armor and protection, basically how to reduce the amount of damage a weapon does to you. This time I wanted to talk about NPCs and Monsters; creatures from the outerdark and loathsome pirates. Conan 2d20 has 3 classes of creatures: minion, toughened and nemesis. I had intended on covering all three of these in this article, but I have decided to start with the minion, as they have a few special rules and specific place in the game.

    First, when I say minion I don't mean the little yellow guys from "Despicable Me", although they would certainly fit into this category. Minions are the low skilled henchmen, townfolk, small creatures and any number of other things. The key aspect to these is they are fodder. They do not stand against the characters in any real way. They are in general throngs to be cut down with bloody swaths of a sword. They are the 100s of soldiers in movies and books that pose no real threat to our heros.

    I can hear you say, "Why do they need their own post if they are just fodder?" The answer to that is a rule in the game that allows a character to lend a d20 in assistance to another during a skill test, but we will get to that in a bit.

    Lets go over the special rules for the basic minion.
    • Minions, unlike characters, can suffer a single HARM before being killed or driven off. So doing a blow that inflicts 5 stress, or dropping a stress value to zero ends the life of the minion.
    • Minions can not parry, dodge or actively defend. They are not allowed to react.
    • Minions roll a single d20 for their skill tests (including attacks.)
    • Minions do not use hit locations.

    As you can see they are weak, can't defend themselves and don't roll many dice. There is an exception to this, and THIS is why I felt they needed their own entry. The Mob

    Up to five identical minions can form together into a mob. Due to that assistance rule I mentioned earlier the mob attacks as a single entity and so rolls 1d20 for the lead minion +1d20 for each remaining member of the mob. So a Mob with 5 total members would roll a base of 5d20, 1d20 for the leader and +4d20 for the four remaining minions in the mob.

    It is important to remember there is nothing stopping the GM from buying +3d20 worth of additional dice for that lead minion, giving the lead minion 4d20, with the mob contributing another 4d20, bringing the die total rolled for that mob to 8d20. Despite this massive roll of the dice, the mob only gains a single attack and it can be parried, dodged or resisted like any other single attack.

    As you can already see we have written a fair bit about this simple and easy to kill part of Conan 2d20 and we have one more thing to talk about when they are arrayed as a mob. How do we apply damage? Damage is applied to the first member of the mob until a harm is caused. Any remaining damage is passed to the next member of the mob until a harm is caused. This cascade continues until the mob is dead, or we run out of damage. Soak is subtracted once at the start. Lets wrap this up with a couple of examples.

    For example: Single Minion,
    Conal is faced off against a single town guard (Vigor: 5 soak: 1). The guard is classified as a minion.
    Conal rolls 2d20+2d20 from momentum, and scored 3 successes on a D1 attack leaving him with 2 momentum
    Conal rolls damage and does 8 points of damage and uses his momentum to penetrate the guards armor. The guard now tales 8 points of vigor stress, which causes a wound eliminating the minion, nice and quick and simple.


    For example: The Mob,
    Now Conal is faced off against a mob of 5 town guards (Vigor: 5 soak: 1)
    Round 1: Using the same situation as above, Conal causes 8 points of damage and negates the armor on the guard. The first guard takes 5 points of stress damage and receives a wound, eliminating him. The remaining 3 points of Vigor go to the next guard reducing his total to 2.
    Next the mob attacks, but now with only 4 members, the GM opts to buy 2 addition dice for the lead minion giving him 3d20+3d20 assistance dice. The attack succeeds and generates 4 momentum, but Conal's parry also succeeds and generates 4 momentum. The guards attack is barely turned aside.
    Round 2: Conal feeling pressured by the mob decides to try and end this, and buys 3 additional dice. He scored 3 points of momentum and rolls 7 damage, using momentum to defeat the armor he does 2 points to the damaged guard reducing his vigor to zero, removing him from play. The remaining 5 points of damage is applied to the next guard, causing yet another wound and removing a second guard from play. Conal spends 2 points of momentum for a swift action and strikes again. This time he succeeds but only gains a single point of momentum. Luckily he rolls 10 damage! Using the single point of momentum his sword slices past the armor of the remaining guards. 5 damage to the first eliminates it, followed by the remaining 5 damage being applied to the last guard, also killing it.

    I intend on doing two more articles on toughened and nemesis over the next few days, and as a companion piece I will get some sort of combat demo up on youtube. Until next time, drop me a comment and don't forget to keep it WEIRD!

    If you are interested in checking out the Conan system why not head over to DriveThruRPG and pick up a copy of either the Conan 2d20 core book or the Conan 2d20 quickstart pdf?