'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 REH. Show all posts
Showing posts with label REH. Show all posts

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?

Wednesday, May 2, 2018

Conan 2d20 RPG Overview: Protection.

In our last installment we talked about damage, today I want to talk briefly about protection from damage. In other systems, like D&D, characters, NPCs & monsters all have a designated armor class we roll against to determine if the hit is successful and damage is applied. This AC is generally derived from armor, shields, dexterity and skills.

As we saw in Conan 2d20, hitting an opponent is either a skill test or a struggle, armor is not part of that equation. In Conan 2d20 we have several types of protection, but all work more or less in the same way. As you may have guessed we broadly have two forms of protection; physical and mental. Each type of protection consists of two basic types, fixed and variable. Whether these are fixed or variable, mental or physical they are all collectively known as "Soak".

PHYSICAL
ArmorStatic value. Reduces physical stress damage by it's value.
CoverVariable value. Reduces physical stress damage by a value rolled on combat dice.
MENTAL
CourageStatic value. Reduces mental stress damage by it's value.
MoraleVariable value. Reduces mental stress damage by a value rolled on combat dice.

The amount of damage armor protects against can be reduced by various things, such as momentum spends and piercing effects, or if the protection is variable, it is possible to roll no protection. Lets take a quick look at a spear vs chain armor & a shield.

For example,
SPEAR 4cd, Piercing 1 vs. Heavy Armor soak 3 & Shield shield2.
We are assuming the spearman has successfully hit the armored combatant and we are now rolling damage.
The spearmen rolls his 4 combat dice and scores: 3 damage and scores a total effect of 2 piercing.
The target has a shield with a rating of 2 and so gets to roll 2 dice and add them to his total soak, this brings his total soak to 4.
The soak of 4 is reduced to 2, due to the spears piercing effects meaning the spear scores 1 point of damage (3 damage - 2 soak = 1 damage)


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?

Monday, April 30, 2018

Conan 2d20 RPG Overview: Damage.

Many systems use a simple life counter to track how much life a character has. The most famous of these is of course Dungeons & Dragons and hit points. As your character gains experience and levels your Hit Point total gets larger. On it's surface it's simple, but what it represents is an abstraction. Your character can't actually take 100s of sword blows now, they are just more experienced in combat and their hit points represent how long they can stand in battle; stamina, avoiding blows. etc.

It is a common and popular way of tracking a characters life in combat. It is NOT what Conan 2d20 uses.
Broadly Conan 2d20 breaks damage into Mental and Physical, and then each of those into STRESS and HARM.
  • STRESS: This is determined by your characters physical attributes. Characters who are strong and trained in Resistance will have more physical stress than a weaker character. Stress represents getting tires, scrapes and small cuts in battle. It is generally refilled after a short rest.
  • HARM: ALL characters can suffer 4 harms before becoming incapacitated. A fifth wound results in death. These are actual damage. Taking physical damage increases difficulty in doing physical tasks. Likewise mental harm increase the difficulty of mental skills tests.
Ok, I am sure you are all asking, how does this all work? In it's simplest form, Stress works like HP, once they are at zero you start taking a wound. In short anytime your stress is reduced to zero or you take damage while it's at zero, you take a harm.

There is one exception to this. If you can inflict 5 points of stress in a single hit, not only does it reduce the targets stress by your damage, you also inflict a wound.

For example,
Round 1: Conal has 12 points of vigor (physical stress), and take 4 points of damage. He would have his vigor reduced to 8, but take no wounds (physical harms).
Round 2: Conal then takes another 5 points of vigor damage. His vigor is further reduced to 3, BUT he also received 5 points of stress in a single round and suffers a wound as well.
Round 3: Finally Conal receives 6 points of vigor damage. His vigor is reduced to 0 and he suffers a wound. He ALSO suffers a wound for receiving 5 or more points of stress in a single round. This blow causes 2 wounds, bringing his wound total to 3.

As characters are damaged and begin to suffer wounds they will find it becomes a quick downward spiral. If they were fighting in the dark, and a standard blow or parry was D2, physical harm quickly turns that to D3 or D4 in the space of a few turns. Things can go badly for characters VERY quickly in this system.

In up coming posts we will talk about the types of bad guys and their life expectancy.

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?

Monday, April 23, 2018

Conan 2d20 Momentum Spend - Wrecked Weapon Trope.

They stopped short. Conan faced them, not a naked man roused mazed and unarmed out of deep sleep to be butchered like a sheep, but a barbarian wide- awake and at bay, partly armored, and with his long sword in his hand.

"In, rogues!" yelled the outlaw. "He is one to twenty and he has no helmet!"

True; there had been lack of time to don the heavy plumed casque, or to lace in place the side-plates of the cuirass, nor was there now time to snatch the great shield from the wall. Still, Conan was better protected than any of his foes except Volmana and Gromel, who were in full armor.

The king glared, puzzled as to their identity. Ascalante he did not know; he could not see through the closed vizors of the armored conspirators, and Rinaldo had pulled his slouch cap down above his eyes. But there was no time for surmise. With a yell that rang to the roof, the killers flooded into the room, Gromel first. He came like a charging bull, head down, sword low for the disembowelling thrust. Conan sprang to meet him, and all his tigerish strength went into the arm that swung the sword. In a whistling arc the great blade flashed through the air and crashed on the Bossonian's helmet. Blade and casque shivered together and Gromel rolled lifeless on the floor. Conan bounded back, still gripping the broken hilt.

The Phoenix on the Sword
-Robert E Howard


One of the most iconic occurences in a final battle is a weapon being broken. Troy, Willow and the '82 Conan film all feature this prominently.

In Willow, Mad Martigan, after becoming his heroic self, charges General Kael who easily parries the blow, redirecting it into the wooden structure of the fortress, where it becomes lodged. With a deliberate blow Kael shatters Martigan's sword leaving him on the ground without a weapon. It is a tense moment.

In front of Troy two heroes do battle; Achilles and Hector. As they fight back and forth, Achilles swings his shield and snaps the spear of Hector. Hector retreats and throws his useless weapon aside. Achilles seeing a moment of weakness presses in for the kill. Hector defends himself with skill and prowess as death comes for him. The onslaught continues and Hector is unable to draw his sword during the exchange. Finally Achilles thrusts at Hector who redirects the blow to the ground. In the next instant Hector snaps the spear of Achilles like a twig.

And of course in the '82 Conan film Conan and Rexor in their final battle clash sword on sword. Finally Conan is victorious as the gleaming Atlantean blade slices through the sword crafter by his father and continues through to mortally wound Rexor.

As we see above, Howard himself employed this in the very first Conan story. It is a dramatic, cool and powerful piece of story telling, and as such I believe it deserves a place in this fantastic role playing game.

This is a fairly easy thing to plug into a game that has a system in it like Momentum. Knowing how well an attack or parry was executed allows us to decide to add cool moves and flavor into our combat. Looking through the combat momentum spends we find one called Disarm. It costs 2 or 3 momentum to disarm someone you are engaged with. This seemed like a pretty solid place to start building the Weapon Break momentum spend.

Clearly we want this to be a more expensive spend than disarm, as it has far greater ramifications. My initial thoughts have involved adding 1 momentum to the spend raising it from 2-3 to 3-4 AND also making it only a CHANCE of breaking the weapon.

SpendCostDescription
Weapon Break3-4+The attacker may attempt to break one melee weapon being weilded by the target.
This costs 3 points of Momentum if the target is holding the weapon in one hand
or 4 points of Momentum if the weapon is braced or held in two hands.
The attacker then rolls 2cd. On a roll of 2 effects, the weapon is shattered.
On a roll of 2 numbers the weapon is knocked away. Any roll of a blank
indicates that the attempt has failed.
The attacker may spend 2 additional momentum to reduce the 2cd roll a to 1cd roll.

WAIT! There is more! In ALL of the scenes I talk about above that broken weapon is used to end the fight or used to end the quest. Clealry, even though they are broken they are still effective weapons, Conan has rules for improvised weapons, but I think we can do better than that. My initial thought is the weapon simply become broken and stats are reduced. For a guideline on this I am thinking reach is reduced by 1. If reach becomes 0 it is completely useless. Damage dice are reduced to 3cd or lowered by 1, whichever is lower. And then we remove the effects "Intense", "Grappling", "Knockdown" and "Fearsome".

For example:
Conal is wielding a broadsword (Unb, Rch2, 5cd, Parrying) against Thokuh, Captain of the "Serpent of Set". Conal swings his steel in a deadly arc, but Thokuh deftly redirects the blow into the ground, and with a quick action drops his weight against the flat of the blade snapping it in two. Conal dances back, his broken broadsword in his hand (1H, Rch1, 3cd, Parrying). Thokuh laughs and moves in swiftly bringing his cutlass down in a flashing heavy blow. Conal barely blocks the blow catching the cutlass on his broken sword, before pressing past Thokuh's guard and driving the broken blade hard into the fat stomach of Thokuh."

What do you think? Is this a worthy mechanic and something you might try in this form or another? Think I am crazy? Let me know!

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, April 19, 2018

Conan 2d20 RPG Overview: Doom & Momentum.

In parts 1 and 2 we discussed skill checks and the general idea behind how task difficulties are defined. Today's concept is the next part of that skill check system. Right now we know we are rolling 2d20 and trying to get below a target to gain successes. We also know that the difficulty can go as high as 5, which is impossible to achieve on a 2d20 roll. So what gives? How do we get more successes?

In a lot of games you succeed or fail. For example in a basic d20 system you are rolling a single d20 and adding a bonus and trying to beat a task's difficulty check. Roll too low and you fail, roll equal to or over that number and you succeed, nice and simple. In this example Conal has +3 in his strength roll and is facing a metal gate he needs to lift. The GM decides it's not overly heavy and so says the DC for this task is 13. Conal rolls an 18, and with his bonus scores a 21! Awesome. Conal lifts the gate! Any roll from 10+ achieves the desired result.

This is where the Conan 2d20 system differs. In the above example Conal, needs to lift the gate, and the GM says it's a difficulty 1(D1) task. Conal gets lucky and rolls 4 successes, awesome! Conal easily lifts the gate, BUT Conal also gains momentum, a measure of how well Conal and his party have been succeeding and how well things are going their way! If Conal had rolled a single success, he still lifts the gate, but he would gain no momentum.

Players can use this momentum to their advantage; learning more on knowledge tests, doing more damage, re-rolling dice, taking a second action or, as you might have guessed, rolling additional dice. It can also be stored temporarily and other members can capitalize on the success of each other. The Conan 2d20 Core Book has an outline of suggested momentum spends, but being imaginative and coming up with additional spends is encouraged!

As things rise, they fall. As heroes are heroic, villains are villainous! On the GM side of the equation we see the same measure of things going well for the bad guys. As players roll 2d20+ to determine if their heroes are successful, so does the GM roll 2d20+ to see if the monsters and NPCs are successful. Like the players, rolling more successes than they need results in momentum which they can use or store. They don't store this unused momentum in a momentum pool, instead it becomes "DOOM", essentially momentum working against the players.

One of the interesting things about Conan 2d20 is the idea that a player can almost always have their heroes succeed at all but the most difficult tasks. Players have the option of allowing their heroes to be larger than life whenever they wish, even if things aren't going their way at this exact moment. Most momentum spends can be purchased by paying the GM Doom. The players wishing for their hero to be heroic can do so, at the cost of things potentially going poorer for them down the line. Think of it as a simple karma system.

I will make a quick note here that some people consider this system to be completely meta, that it is outside of the experience of the characters. To that I would say that this system directly measure the overall feeling of dread or confidence experienced by the characters in the world. All things we wish to measure in an RPG are given a metric. This is no different. This system is a measure of things going well or poorly. Capitalizing on successes or being hindered by failures. It is a measure of characters potentially trying harder in more difficult situations. It is a measure of something that is perhaps intangible, but it is still a measure of something the characters experience.

So now we have, not only, a way for our heroes to complete tasks, but a way to measure how much success they have achieved beyond the simple pass/fail concept. We also have a way for the heroics of the story to build towards a, truly action packed, pulp worthy climax.

On the next installment of this overview we are going to take a look at what happens during conflict as we take a look at The Struggle!

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?

Tuesday, April 17, 2018

Conan 2d20 RPG overview: Tasks and Difficulties

In my previous Conan 2d20 article we talked about skill checks and how they work. Today I want to go over what they represent in more detail, really understanding these and what the represent is pivotal to getting your head around what this system is trying to do.
  • Task - A task is anything a player is trying to accomplish: steal an apple, attack a skeleton, sail a ship etc.
  • Difficulty - How hard is it for the player to complete this task?

Conan 2d20 uses a system of 6 values to define how hard a task is to accomplish.
  • A difficulty 0 rating is a Simple task, nothing of any consequence, we don't even need to roll any dice to succeed!
  • A difficulty 1 rating is an Average task, and if we roll our 2d20 we have a pretty good chance of accomplishing this.
  • A difficulty 2 rating is Challenging. This is something that is hard for the player to accomplish, but not out of the realm of a standard person.
  • A difficulty 3 rating is Daunting. This is a hard task. If you are not trained in this skill, you are going to fail. If you are trained, you are going to need a little luck.
  • A difficulty 4 task is Dire. Think of this as a VERY hard thing to do. You are going to fail unless you are trained and get VERY lucky.
  • Finally the Difficulty 5 task is Epic. Don't bother. You will need the gods with you to complete this task.
Attributes for humans range from 6 - 12, with average being an 8. This means an average, untrained human, has around a 60% chance of successfully completing a D1 task. This jumps to about 70% with a little training

It is possible to gain 2 successes on every roll of a d20 if you are trained in a skill, so you could roll up to 4 successes on 2d20, the base roll in the game.

https://www.flickr.com/photos/tambako/13894106014 (CC)
For example:
Conal is faced off against a wolf growling at him, it's jaws are slavering as it anticipates it's dinner. The night is inky black with only a sliver of light coming from what is left of the day. To make matters worse the rain has become harder as the storm grows ever more violent.

Attacking the Wolf is an average difficulty, or D1. However it is raining and dark, moving it from a D1 to a D3.




Lets examine this with two versions of Conal; the Merchant and the Warrior.
  • Merchant Conal has no training in combat and so the player can only roll a maximum of 2 successes.
    With a roar the wolf leaps forward and lands on the helpless merchant, Conal falls into the muck as the wolf tears at his flesh, ending his business permanently.

  • Warrior Conal has training in combat and so the player can roll a maximum of 4 successes.
    With a roar the wolf leaps at Conal who raises his shield just in time, and sends the wolf off in another direction. In a flashing moment the wolf twists and is back on it's feet. Lightning flashes in the darkness, it's light reflected onto Conal's sword. The two circle each other warily.

The next segment of this series will talk about Doom and Momentum. These are probably the most controversial part of Conan 2d20, and understanding the above ideas will help to lay the foundation for how these two mechanics work.

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?

Wednesday, April 11, 2018

Conan 2d20 RPG - The Black God.

When I started writing the last adventure for our group, I had no clear goal on what I wanted to do. The players had trapped themselves in a small vault designed to contain an artifact of, perhaps, alien origin. Why they were there or how they became trapped isn't of great importance. I set out with an eight point system for writing short fiction: Stasis, Trigger, Quest, Surprise, Critical Choice, Climax, Reversal, Resolution. Armed with a basic outline I laid out the first room and then proceeded to not go very much further.

A few weeks later 'ol Hankerin' Ferinale posted a podcast on something he called "Monster Sets", basically 3 creatures connected in theme and perhaps in some other method. Translated to Conan 2d20, maybe you have a Minion type who is easy to kill, and perhaps you have a toughened opponent that can summon Minions at will, or whatever. The Nemesis is probably your boss. For a clearer idea I highly recommend you check out Hankerin' at the link above.

I wanted to try the Monster Set idea in my game. I knew my players had an aversion to statues. I had already placed several statues as creatures in the adventure but was at a loss on how to go forward. I needed to find a way to create a Monster Set around these. Fortunately for me I had just read "The Black God's Kiss" and "The Black God's Shadow" by CL Moore.

To make a long story short, Jirel, the main character retrieves a weapon to exact her revenge, which she then determines was the wrong action. In her attempt at redemption she heads back to the realm from which her weapon came from. Here she finds her victim locked in a black statue, the personification of all of his magnified sins. She releases him from this and he becomes a shade she needs to track across this unholy landscape. Meanwhile she is assaulted by the Black God and feels herself losing and becoming a statue herself, barely fighting them off. If you haven't read those stories, I do highly recommend them, there are of course links on the sidebar to Amazon so you can get copies of the stories.

But back to Conan. And so I had Statues, Shades and the Black God itself, and with this triumvirate the Monster Set was born. I wrote some custom creatures that were perhaps a little over powered, but only by a little.

The first is the Black Statue, an unholy abomination of some black material. Sin, magnified and made real. Physical forms twisted and distorted, no two the same.



The second is the Black Shade, an ethereal form of the statue. The soul trapped within the statue freed from its physical constraints. These are horrific apparitions that strike the most stalwart warrior down to a gibbering child.



I failed to used these strategically so I am not certain on how useful the ability to regen the statues is. I pretty much attacked with the Black Shades and followed up with the Black Statues.

Finally the Black God itself. The Black God can not actually be attacked by physical means. It must be present to be attacked, ie it must be engaged in combat with someone. I would allow direct mental attacks against it. As well, a player resisting successfully over two rounds will drive it off for 2cd rounds



These challenges proved exceptionally difficult for my party of five, the shades wreaking havoc on them with the mental attack they possess. I modified them a little in this post to make them a little more reasonable, but you might wish to tweak them further if you so desire.

Monday, April 2, 2018

Robert E. Howard House Archaeology

There is currently a push on GoFundMe to help fund an archeological expedition at the Howard house in Cross Plains, TX.

There is a sealed storm cellar behind the house that hasn't been opened in a very long time. They might find nothing, but they might find something cool. If you have a couple of dollars why not support the initiative?

Check out the GoFundMe page for more information!

Thursday, March 29, 2018

Why Pulp Fiction?

Escapism is all around us. Today society has myriad forms of entertainment ranging from the written word to the moving picture. We live in a world that has made all of this entertainment and escapism accessible to the masses.

Stories have always been important to us. Since the dawn of man we have found ways to record our exploits and our heroics, but until the modern era these stories were told by word of mouth or perhaps through expensive reproductions laboriously copied by hand on vellum.

Paper, in the Western world at least, wasn’t really needed until the invention of the printing press in 1450. Suddenly we had the ability to mass produce books, but we still lived in a labor intensive society. We still didn’t have time to sit down and consume entertainment like we do now.

Listen to me talk, I complain about not having enough time to do half the things I want to do. In reality though I could make much better use of my down time. In the middle ages and renaissance, living and working by sunlight or lanterns, I simply would not have. I wouldn’t have the luxury I have now.

Enter the Industrial Revolution. Automation of processes brings workers time and an increase in the standard of life. It gives them, for the first time, the ability to have a sustained ability to consume entertainment. Although I am not going to discuss, or hypothesize as to why, we also see a dramatic increase in literacy. (Devon Lemire, 2012)

Now we have paper, the ability to produce the written word and an audience. What becomes of this? If we type “Penny Dreadful” into google we largely get hits from a TV show called “Penny Dreadful”. This TV show about the weird and dark side of Victorian London takes its name from the widely available cheap literature of the day. These magazines, known as a Penny Dreadful specialized in sensational stories and offered the working class a way to get the written entertainment without having to buy the more expensive novels. You should check out this article for a more in depth look at the Penny Dreadful.

In 1900s United States we see the rise of the pulp magazine. These magazines are the direct successors to the serialized cheap publications that came to be known “Penny Dreadfuls”. The collective name for those publications is a combination of the content and the price, the pulp magazine takes its name from the paper used, which has become synonymous with how the content is generally viewed; cheap, tawdry and of no value.

From the introduction of these magazines in the early 1900s to their demise in the 1950s, a wealth of these magazines were produced, and because of this need for content many people tried their hand at writing. Some created iconic characters that have lasted to this day; Conan, Tarzan, Doc Savage, The Shadow.

In the 1950s rising costs and increased competition from books with higher production quality, television and comic books saw this boom in pulp literary entertainment begin to wane and the majority of the pulp magazine companies going out of business. I found a graph stating that in 1950, 9% of US households had television, and in 1955 it had rise to 64%, by 1965 92% of households had television (Understanding Media and Culture: An Introduction to Mass Communication). I am sure it’s now close to 100% and although reading is still popular among some, I am sure we all know someone who just doesn't read anymore.

Pulp magazines are often looked down on. Their authors are not held up like “true” authors. They are not typically views as literary masters, or authors that made a contribution. I am not here to tell you that everyone who wrote in a pulp magazine was an expert wordsmith, but to wipe our hands of every author because they were commercial authors being published in the pulps is a disservice to literature. I would argue that these authors writing in the early 1900s have had a significant effect on our culture, as great as any of the large names. They have created ideas and characters that have become our modern heroes, or the basis for them. Who’s work reached a larger audience: Hemingway or Howard, Lovecraft or Lawrence, Steinbeck or Smith?

These magazines defined a large portion of entertainment for the working class for the first half of the 20th century. They were a large part of culture during that time and to ignore their influence on it is folly. The authors of those magazines certainly wrote to get published but that doesn’t make them less. This does not mean that there is not depth in their stories.

Tuesday, February 20, 2018

Solomon Kane

The company that brought us Mythic: Battles Pantheon in association with Monolith, is going to bring us a new game. A new setting from the Pulp worlds of the great Robert E Howard.

SOLOMON KANE.

We don't know very much about the game right now, but it looks to be a kickstarter and miniature based(as their last 2 games were.)

I will be watching this one with keen interest.

Check out the teaser here:

Friday, January 26, 2018

Conan 2d20 review. How clunky is it? A comparison with Pathfinder.

I have seen a lot of posts. People often read the Conan 2d20 rules and decide without playing them that they are too clunky. They have too many fiddly bits and they are just too slow.

But are they? Does Conan 2d20 present us with a system that is actually clunkier? I aim to answer this in this post by comparing a combat through multiple systems to see how they stack up.

For simplicity our encounter will start with a lone fighter, "Conal", breaking into a dark tomb to retrieve some long forgotten treasure. In an ancient tomb he is attacked by five skeletons.

Conan Zone Layout
Pathfinder Grid Layout

-- Conan 2d20 --

Conal
Agility: 13
Melee: Ex 5, Fc 5. TN 17/5
Coordination: 10
Parry: Ex 3, Fc 3. TN 13/3
Brawn: 12, +3cd
Fortune: 3
Broadsword: R2, 5cd, parrying
Shield: R2, 3cd, 1H, parrying, Shield 2
Armor = soak 2 everywhere.
Vigor: 13
Resolve: 10
Talents: No Mercy (equivalent 3 ranks): Re-roll xCDs

Skeletons (M)
Agility: 9
Combat: 2. TN 11/2
Pitted Sword: R2, 5cd, parrying
Armor: 2
Vigor: 5
Resolve: 8
Fear: 1

DOOM POOL: 3

Round 1

Conal
Conal goes first (Don't need to roll initiative in Conan, PCs always start unless interrupted by a GM doom spend)
Conal moves into a new zone(minor action)
Conal attacks the skeleton. (standard action)
Conal pays 3 doom into the pool and rolls 5d20. DOOM=6
Conal attacks and rolls 5d20 vs D1: 4,15,11,16,1 = 7 successes = 6 Momentum.
Conal rolls 8cd for damage: 5,2,3,4,3,2,3,5. Re-rolls 3 misses, rolls 3,4,4. tough luck. Damage = 6.
Conal spends 1 momentum for 2 points of soak ignored.
Conal does 6 vigor damage, causing a wound, destroying the skeleton.
Remaining momentum to the group pool. MOMENTUM=4
Conal approaches the first skeleton and raises his sword, striking the abomination. Although his sword blow is not devastating it slashes past a week spot in the skeletons ancient armor, through the torso reducing the bones to a broken and collapsed mess.

Skeletons
Skeletons form a mob.
The remaining 4 skeletons all move to engage Conal. They form a mob giving them extra attack dice.
Skeleton mob rolls 4d20+3d20 from doom. DOOM = 3
Conal attempts to parry and rolls 5d20, buying 3 dice with momentum. MOMENTUM=1
Skeletons attack and roll 8d20 vs D1: 6,11,16,11,14,15,4,18 = 4 successes = 3 momentum.
Conal parries and rolls 5d20 vs D1: 4,16,1,11,9 = 5 successes = 4 momentum.
Conal successfully parries the mob of skeletons. MOMENTUM=2
The shambling mob approaches Conal and with only the noise of metal on bone the 4 raise and slice at Conal, with a terrific effort Conal wards off the blows, feeling as if he has gained the upper hand on this undead horde.

Round 2

MOMENTUM reduces by 1.
MOMENTUM: 1
Conal
Conal pays 1 doom into the pool, uses 1 point of momentum and 1 fortune and rolls 5d20 against the mob of skeletons. DOOM = 4
Conal rolls 5d20 vs D1: 20,10,14,8,1 = 5 successes = 4 momentum. MOMENTUM=5. Complication. DOOM=6
Conal rolls 8cd for damage: 6,4,6,6,2,4,3,5. Re-rolls 3 misses, rolls 3,2,4. Damage=8.
Conal spends 2 momentum to increase damage to 10.
Conal spends 1 momentum for 2 points of soak ignored. MOMENTUM=2
Conal does 5 points of vigor to the first skeleton destroying it. 5 damage is carried to the next skeleton. 2 skeletons remain.
Taking advantage of the skeletons being pushed back by his parry, Conal swings a deadly arc of steal crashing through two of the skeletons reducing them to dust.
Conal spends 1 point of momentum and strikes at the remaining skeletons with his shield (Dual Wield, Swift action)
Conal kills 2 with a sword and 2 with his shield.
Conal spends 1 point on an extra die and 2 into the doom pool. DOOM=8
Conal rolls 5d20 vs D2 (D1 +1 for swift action): 11,17,1,19,14 = 5 successes = 3 momentum. MOMENTUM=4
Conal rolls 6cd for his shield. 1,3,4,3,3,5. Re-rolls 3 misses, rolls 2,3,2. Damage = 6.
Conal spends 4 Momentum to bring his damage to 5 and spends one point of doom to gain 2 points of soak being ignored.
Conal causes the other two skeletons 1 wound each.
As Conal's sword slices through two of the skeletons, he lashes out at the other two with his shield. With a terrific crash the impact reduces the remaining two skeletons do nothing more than a pile of bones and a slight haze of dust in the air

-- Pathfinder --


Conal
Fighter
Human Level 1
STR: 17 +3 (attack rolls, Damage rolls)
DEX: 14 +2 (Armor class, initiative)
CON: 14 +2
HP: 12
Longsword DMG: 1d8 Crit: 19–20/×2
Chainmail AC:+6 Max Dex Bonus:+2 ACP:–5 Spell Failure: 30% move: 20 ft.
Shield, light steel: AC:+1 ACP:–1 Spell Failure: 5%
Power attack, Cleave
AC: 10+6+1+2=19
MELEE ATTACK BONUS: 1+3=+4

Skeletons
AC: 16
Hp: 4
Speed 30'
broken scimitar +0 (1d6)
Base Attack = +0
FEATS Improved initiative (+4 initiative)

Round 1

Roll for Initiative
Rolled and sorter for order
Skeleton 5: 20+4 = 24
Skeleton 2: 17+4 = 21
Skeleton 4: 10+4 = 14
Skeleton 3: 9+4 = 13
Skeleton 1: 6+4 = 10
Conal: 4+2 = 6

Skeletons
Skeleton 5 moves to engage Conal and rolls a d20 for his attack. Rolls 15. Conal's AC = 19.
Skeletons move to attack.

Skeleton 2 moves forward 30'
Skeleton 4 moves and attacks Conal. Rolls a d20 and scores a 9. Not enough to beat Conal's AC.
Skeleton 3 moves up and attacks Conal as well. Skeleton 3 is opposite Skeleton 4 and so gains a +2 flanking bonus. Rolls it's 20. Gets an 8+2=10. Still fails to strike Conal.
Skeleton 1 moves forward 30'
The skeletons advance quicker than the undead should be able to. Three reach Conal with 2 close on their heals. Their sword swings are ineffectual, a combination of armor and dexterity cause all three to miss

Conal
Conal attacks Skeleton 4. Rolls his d20 and rolls 9. +4 = 13. Not enough to defeat the skeleton's AC.
Conal being pressed back by the horde of bones strikes wildly but fails to land an effective blow against the skeletons.

Round 2

Initiative
Skeleton 5
Skeleton 2
Skeleton 4
Skeleton 3
Skeleton 1
Conal

Skeletons
Remaining 2 skeletons close.  All attack and miss.
Skeleton 5 swings at Conal! Rolls a d20. 12. not good enough.
Skeleton 2 moves and attacks Conal. Rolls a d20. 12. Not enough.
Skeleton 4 attacks Conal. d20. 16+2 flanking = 18. Not enough.
Skeleton 3 swings. D20. 7+2 flanking, misses.
Skeleton 1 moves up and swings. 4...Misses.



Conal
Conal strikes at Skeleton 4 and rolling a d20, gets a 14+4=18! A HIT!
Conal rolls 1d8 for damage and gains a +3 from attributes. He rolls a 5+3=8! A skeleton falls!
Conal using cleave strikes at Skeleton 2! He rolls a d20 and scores a 15+4 = 19! Another hit
Conal rolls a 1d8 and scores a 2, but with his +3 it becomes a 5 and a second skeleton falls.
Conal slashes out at the skeleton beside him, his blade passing easily across the bones reducing it to dust, his deadly arc continuing in a devastating attack, striking down a second skeleton

Round 3

Initiative
Skeleton 5
Skeleton 3
Skeleton 1
Conal

Skeletons
Skeleton 5 swings out, this time enjoying a flanking bonus, and Conal is at a -2 for his AC from using Cleave.
The skeleton's D20 roll is a 16. +2 = 18, enough to hit Conal with his temporary AC of 17.
Skeleton 5 rolls a 1d6 for damage and scores a 5.
Skeleton 3 stikes next enjoying the same bonuses as his cohort. Rolls a 19. Also enough to strike Conal.
Skeleton 3 rolls a 1d6 for damage and scores a 6.
Conal has suffered 11 damage, leaving him a single hit point.
Skeleton 1 lashes out at Conal, rolling a 13 on a d20. Not enough to hit Conal, even with his -2 AC
Unbalanced by his massive attack two of the skeletons slice out with ancient steel, blood flows and Conal barely blocks the third blade from ending his life.

Conal
Conal swings at Skeleton 5. He rolls 6 on his d20, missing the Skeleton.
Conal staggers and ineffectually swings back at the undead seeking to have him join them.

Round 4

Initiative
Skeleton 5
Skeleton 3
Skeleton 1
Conal

Skeletons
Skeleton 5 rolls a 4, +2 flanking isn't enough to strike Conal.
Skeleton 3 swings and rolls a 17. +2 = 19. Enough to hit Conal.
Skeleton 3 rolls damage. and rolls a 2. Conal only had 1 HP left and so it reduced to -1 and dying.

-- Analysis --

Number of Rounds
Conan-2d20: 2
Pathfinder: 4
Verdict: Conan resolves combat faster.

Number of d20s
Conan-2d20: 22 in 4 rolls
Pathfinder: 16 in 16 rolls
Verdict: This depends on if you like dice pools. We roll more dice in Conan. We roll more often in Pathfinder. Time wise I suspect Conan will win here as I do not think each combat roll in Conan-2d20 will take 4x the time to resolve, and there are times it will be just as fast in my experience

Damage dice
Conan-2d20: I didn't count this. You roll A LOT of damage dice.
Pathfinder: Way less dice to resolve damage
Verdict: I am going to go with Pathfinder. It's simpler to roll a single die and things can be sped up by just rolling damage with your attack die. The upside for Conan-2d20 is with it's effects you can have a lot more interesting things to happen. More damage, grappling, stunning etc.

Narrative guidance
Conan-2d20: Each roll you make tells you what has occurred. How much you were successful by, if your weapon pierced armor etc.
Pathfinder: While providing some it is generally obscured by choosing a simpler resolution
Verdict: Conan, in my opinion provides the player and GM with more ideas about what is actually happening.

-- Final Thoughts --

I am not here to tell you which system is better. I simply wanted to compare two systems, one I feel is a popular game with a combat system people seem to enjoy, and the other a system that often gets a bad rap. The system in Conan reads poorly, but in actual play is a fun and interesting combat system. It is not without it's problems, but all games have some.

One of the interesting things about this comparison is seeing the hero die in Pathfinder, having this occur in Conan against enemies like this is practically unheard of. The system provides players with characters which are by all definitions, heroic.

If you have any comments, I would love to hear them!

Thursday, January 25, 2018

Age of Conan: Saga of Zath

Age of Conan

Conan Exiles is approaching it's official release date. Over the last year it has gone from a game, from what I understand, significant issues, to a game that I quite enjoy. Sure it still has issues. I suspect all games do, but in the end I enjoy the survival sandbox concept with a Conan skin.

So Funcom is working hard on this new Conan game, but what of it's OTHER Conan game? Age of Conan.

If you are unfamiliar with it, Age of Conan was and *IS* a MMORPG set in the Hyborian Age. It was released WAY back in May 2008. Nearly 10 years ago. You start with a character in the Barachan Isles and the city of Tortage where you remain until you get to a high enough level and escape to the world at large. As it is 10 years old, there are less servers than there used to be. I believe only one remains. "CROM" in both PVP vs PVE. The game can be played for free giving you access to a lot of content or through a paid membership giving you certain bonuses and access to everything.

Through out your adventure you are given quests, gain experience and levels, new abilities, crafting recipes and your own guild strongholds.

Saga of Zath

Before Christmas Funcom announced that in the new year they were going to start a new server, something they called a SAGA server. We would all be given the opportunity to start fresh and play the game starting at Tortage. The original content would be in place as well as a new quest called "Saga of Kath". At the end of the saga server run, characters would be rolled back into CROM with all they had gained including marks of saga completion.

From the Saga of Zath website

The Saga Quest Shortly after washing ashore on Tortage Island, you are assigned a “Saga Quest” which tasks you with reaching various progression milestones:

  • Reach Level 20
  • Reach Level 50
  • Reach Level 80
  • Fulfill your Destiny
  • Complete a Raid via the Raid Finder*
  • Classic Raid Progression
Completing each stage of the quest awards a special vanity item or account-wide title exclusive to Saga of Zath, along with powerful loot including a Tier 4 Cloak and a Tier 6 Weapon and Necklace for your class!
* The Raid Finder will not be available at the start of Saga of Zath. Don’t worry--we’ll turn it on shortly after the launch.

January 24th saw the launch of the new Server and so I decided to return to Conan's MMORPG world and logged in last night at 8pm MST and made it to pretty close to level 12 in about 3 hours of solid game play, so I have about 8 levels to go to hit the first Zath quest goal. I hadn't played in about 2 years (Christmas 2016), but I quickly remembered the controls and got used to moving and killing.

I have never personally played a wizard class in the game, and have always stuck with combat. I love the way combate is handled, allowing you to swing at various locations and use combo moves, and get rewarded with fatality animations, such as beheading your opponent.

First Impressions

As I mentioned I played for 3 hours last night. I was able to find my way around fairly easily and remembered the basic maps and how to get to them. ie How to find my way around Tortage, How to get to the Underhalls and Whitesands.

Overall it was cool to see the game as populated as it was, even if that meant at times it was actually hard to find creatures to kill on Whitesands Island. ha ha.

As always the game is good looking, and has an amazing and epic soundtrack. It was commented from the other room while I was playing, "I wish Diablo 3 had an epic soundtrack like that." I often turn the music off in games, but in AoC, it is welcome and epic.

I will continue to play a little when I have time and see how far I get.

I will livestream my entire experience over on my YouTube channel, so come and check it out. SAGA OF ZATH

Monday, January 22, 2018

Happy Birthday to Robert E Howard.

On this day, January 22, in the year 1906 a man was born. This man, Robert E Howard, became one of the best known pulp authors of his, or any, time. He was published in numerous pulp magazines, selling many different stories, across numerous genres. Of course his most famous character is Conan, a barbarian from a forgotten time. Conan is the personification of the struggle of the barbaric man vs civilization.

Howard is credited as being the father of "Sword & Sorcery", and was a contemporary of HP Lovecraft and Clark Ashton Smith. These three are often referred to when people speak of the three big writers of pulp fiction.

He was much more than simply the writer of Conan. Howard was a man that loved history and tried to work it into his stories whenever he could. Many of his yarns take place around historical events, where he tells the stories of people intertwined with them. His writing and characters were expansive ranging from King Kull of Atlantis, through to his modern age. Many of his stories speak of everyone living in a connected universe. Kull to Conan, Kull to Brank Mak Morn. Conan to the modern age.

Kull, Solomon Kane, Conan, Breckenrdige Elkins, El Borak, Sailor Steve Costigan, Brank Mak Morn, Dark Agnes and the list goes on. Many of his characters and stories have been adapted to the television and movie screen to varying degrees of success.

Both a man of his time and a man ahead of his time, he has influenced many people and many elements of fantasy.

Today I raise my glass in salute to a great writer.