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

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?

Wednesday, April 25, 2018

RPG Accessories. Tokens, Trackers and Coins! Oh My!

Tabletop roleplaying games need very little in the way of supplies to play; Some dice, Some paper and a pen or pencil. Of course you need a set of rules as well. Apart from that though? Nothing.

BUT! There is always a but. Sometimes accessories can help take your game from cool to COOL. Most players like rolling dice. The physical aspect of touching and using an object adds to the fun. This idea can be applied to many other things we need to track!

Many of these accessories can be made. DM Scotty has some videos on building things like this. Things like little quivers to track arrows instead of erasing 10 and writing 9 can be simple and add another element of fun to the game.

Some games have a set number of Hero points, Bennies, Fortune or similar mechanic that could also benefit from this idea. Having a player toss in a coin of some description is more fun than just changing that number of the page.

If you are busy like me, sometimes you don't have time to craft everything, or sometimes you just need so many tokens it's just not feasible to craft them.

Below is a list of things that I have found on aliexpress, amazon and a few other places where you can simply drop some cash and grab your supplies. I personally use a far number of these in my Conan 2d20 games. Remember, AliExpress will generally be less expensive, but you will need to wait longer for shipping.

Skull Beads! White! - AliExrpess
Black! - Amazon.ca
Flat Beads! White Acrylic - AliExpress
Transparent glass cabochon - Amazon.ca
Plastic chips AliExpress
Amazon.ca
Coins! Plastic Pirate Coins - AliExpress
Fortune Coins - AliExpress
Fortune Coins - Amazon.ca
Metal Phoenix beads - AlieExpress
Bowls for your Tokens AliExpress
Amazon.ca
Wound Trackers AliExpress

Hopefully you will find something you can find useful, or it sparks your imagination!

Tuesday, April 24, 2018

Conan 2d20 RPG Overview: The Struggle: Momentum, Not success.

Previous articles in this series: It's time to look at "The Struggle" at it's most basic this is an opposed roll. This is the mechanic we use when two entities are in direct competition with each other; Running a race, arm wrestling, tests of persuasion, as well as a myriad of uses in combat.

This mechanic is simple. I repeat, this mechanic is simple and I will do my best to not overcomplicate it. As I said. It is an opposed roll, or in other words, an opposed skill test.

So how does it work? Both entities roll their skill test and determine how much momentum each of them generated.
The entity that has the most momentum wins the struggle.

In the case of ties, the tie goes to the player, but the GM can spend a point of doom to win it in favor of the NPC or Monster. That's it in a nutshell.

There is one final mechanic that is important to the struggle. The winner has their momentum reduced by the momentum generated by the loser. It is possible for a player to win a struggle and end up with zero momentum. This means that losing a struggle, but succeeding very well at your skill test will result in your opponent's success being less successful

For example: Less Effective Success,
Scenario 1: Conal attacks a skeleton! ((Success 4 points of momentum))
Now Conal has 4 points he can use to add penetration, extra damagem re-roll dice, strike again etc.
Scenario 2 : Conal attacks a skeleton ((Success 4 points of momentum)), but the skeleton parries! ((Success, 3 points of momentum. Struggle Winner: Conal, remaining momentm 4-3 =1))
Now Conal only has 1 point of momentum, although his attack is successful it is FAR less effective.

One of the most common struggles you will come across in Conan 2d20 is the attack/defense dynamic, so we will use that as another basic example.

For example: Simple Struggle,
Conal strides forward, confident in his fighting prowess, the gladiator he faces is equally confident in his superiority. With a cry Conal strikes down at the Gladiator ((Success: 2 points of momentum)) who raises his shield and deflects the blow with ease. ((Success: 3 points of momentum. Struggle Winner: Gladiator, remaining momentum 3-2 = 1))

It is important to remember this test is a comparison of generated momentum, NOT SUCCESSES!, and because of this each side of the struggle might have different difficulties for their skill tests.

For example: Momentum not successes,
Conal creeps through the dark crypt, the only light comes from his torch. Ahead he hears the rattle of bones and soon an undead horror emerges out of the gloom. Conal casts his torch aside as he draws sword and shield to defend himself from the fiend. The only noise from the skeleton is a slight rattle as the ancient spear it carries is leveled towards Conal. Conal springs forward swinging to his sword to move past the spear of the skeleton ((D3 attack, 3 successes, 0 momentum)), with the click of bones the skeleton easily fends aside the misaimed attack in the darkness ((D1 Parry, 2 successes, 1 momentum. Struggle Winner: Skeleton, remaining momentum 1-0 = 1))

The Struggle gives us a mechanic to directly test two entities against each other, with varying skill levels and varying levels of success. The ability to opposed the test, lose it, but still have your efforts affect the outcome is a cool idea. The Struggle is pretty quick way to handles this. As always drop me a comment and let me know what you think!

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?

Friday, April 20, 2018

ICRPG 2E! RUNEHAMMER GAMES!

**ICRPG 2E AVAILABLE NOW**

We are going to steer away from Conan for a minute and give a quick shout out to Runehammer Games! When I came back to gaming a few short years ago there was a group of youtube channels devoted to RPGs. I liked quite a few of those channels but one of the channels I came across and started following was Drunkens & Dragons(now Runehammer), it spoke to me at a slightly different level.

The presenter was engaging and didn't take himself too seriously, most of all he looked like he was having a BLAST. He had videos on crafting, but as well, he had videos on theory and ways to make your game more fun. Although he played D&D he obviously wasn't tied to the system.

As I and others watched we got to know more about Hankerin' Ferinale. He did a few drawing streams, he talked about getting people to draw. He was and IS always encouraging and giving back to the community through his YouTube channel and his podcast. He talked about quick props drawn on index cards. Something I still use to this day when I need to hand my players an object. Sharpies and Index cards are awesome. This idea led to his first set of pre-drawn index cards that can be used to generate story ideas, or as location representations or as general props. (Hey Hankerin' we could use some cards for some sort of pulpy swords on mars game......)

And then finally he released his version of an RPG. His codified thoughts on playing a fun game. ICRPG was here officially.

ICRPG is light on rules and heavy on fun. There is an active google+ group as well as many many online games showing the mechanics of how the system works, as well as a quickstart guide available for FREE! I admit I have little time to game and it's been chiefly focused on 2d20, and haven't had time to do more than read the rules, which I like. Even if you never played it the advice in the book makes it worth the price alone.

He has continued to work on and expand ICRPG, Volume 2 and Volume 3 of index cards have been released. VTT assets have been added to the ICRPG core pack. He has released ICRPG Worlds which details three settings: Sci-Fi(Warp Shell), Fantasy(Alfheim) and a Weird West(Ghost Mountain). Just recently he even released a system agnostic set of characters with complete art called Heroes of the Hammer.

And now he has released ICRPG 2E. I haven't even had a chance to look through this book yet, but I wanted to post something about this awesome independent creator. Today we drink to your continued success!

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?

Thursday, April 12, 2018

Printable Miniatures. Part 2, Basing the figure.

In the first part of this series on paper miniatures I went over the various ways to get the paper miniatures with links to some kick ass guys on drivethrurpg as well as some links to a few custom tutorials. Today I want to continue this series with a short discussion on bases and the pros and cons of each type.

The easiest way to base the paper miniature is to grab a piece of foam core, put a slot in it and insert your figure. It may require a coin or similar on the bottom to give it a little heft. These are cheap, plentiful and with a little work, can look good. This isn't the method I use, but Wyloch goes over it in his video on creating the paper miniature.

The next option is also a DIY option with the caveat that it requires you to have access to a 3d printer. 3d printers can be fairly expensive, especially a genuine Prusa, however there are several models of inexpensive printer that are good for basic printing for a gamer.

I have an A-net A8 which is a decent machine, print quality wise, and gives you the ability to try getting your feet wet for not a lot of money. It is built with cheaper components which should be replaced if you are going to use it a lot though. It will be more than able to print up bases and other things that you might find at a website like thingiverse. These two links are some samples of thingiverse links you can use for basing paper miniatures. Sample 1 Sample 2

Moving away from the DIY option we start to move into some for of clip. The first and cheapest version of these is a binder clip. These are a pretty good solution being easily available, inexpensive and coming in multiple sizes and colors. I don't personally use them, and right now as I am typing this I am wondering why. The only real drawback I can see to these is they will be a little more fiddly when it comes to changing your figures over. You will have to re-insert the metal handles so you can easily open the clip to remove the figure. I think the pros may outweigh the cons here.

You can get a cheap acrylic base designed for boardgames as well. These are pretty good and give you a clear plastic base, and can be purchased in multiple colors. The downside to these is they require a fairly thick card as the clip is fairly wide. I have used these and need to use several layers of construction paper to make them work. Despite how inexpensive they are, I don't really recommend these ones unless your paper figs are quite thick.

The ones I have purchased and use the most are most similar to the binder clips, they can be found sold as "card holders". These are easy to use and replace the figure into. I have only found them in black, which is another strike against this style. The downside to these is they are among the more expensive option, that being said they are still going to run you less than $.50CAD cents each. As much as I like a lot about this style, I doubt I'll be buying more of them.

Litko makes a range of bases for paper figures, similar to the 3d printed model I talk about, these are square or circular and come with a curved slot to hold your figure. The downside to these are two fold. One, they are getting upwards in price, running about $.50CAD each. Two, I don't find litko to have especially friendly shipping options to Canada. If you are in the USA this might be a great option where they will be about $.40USD each and have better shipping options.

Over the past year of using paper miniatures in most of my games I have used several of the above purchaseable solutions. At this time I have not tried the binder clips or 3d printed models, but I think that the binder clips might be the best option being inexpensive, easy to get and in multiple colors. I have also not ordered from Litko. Another possible downside to some of these is that they represent non-standard bases sizes. I don't think it'll take much to make them work, but it's something to think about.

Now that we have our bases and figures, next week we will talk about the process I go through when I assemble these figures! Until next time, keep it weird out there!

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.

Wednesday, April 4, 2018

Printable Miniatures. Part 1, Getting the Image.

In Part 2 we talk about basing options!

We all love miniatures, or at least I suspect you do if you are reading my blog. If you play a system that uses a lot of smaller level fodder type characters, such as a 2d20 system or Savage Worlds, you might find it hard to have 15 or 20 of a single figure type. Even for me, with the Conan board game to pull from, it can be hard to have enough bad guys.

Custom Minis from a Ghoul stock image I got from DriveThruRPG
Enter the paper miniature, sometimes refered to as flats. I first came across these when I was getting back into gaming and watching the various channels on youtube that exist. Check out Wyloch's tutorial on how to make your own.  He goes through how to make these props, step by step using images found images.  Please be respectful of copyright when you are building printable minis this way.

We also have Printable Heros over on Pateron. For a couple of bucks you can get access to the cool collection of figures he has produced. For me though, I often need something fairly specific and I am building them pretty close to the last minute. I don't have time to search the net for the image and cut and paste it, trim it up, size it and get it ready for play. Sometimes I just want to do a quick search, print out the figure and get it on my table. For this I go to DriveThruRPG.

I am sure you are all aware of DriveThruRPG. If you are not click the above link and it will take you to a wonderland of digital products, BUT back to printable miniatures.

These guys are probably my favorite shop creating printable miniatures. They are have a wonderful distinct style and he has a wide variety to fill many many different gaming roles! Get them here!
Another store that has an excellent selection of figures for use with your games. Like Okum arts there is a wide variety of figures from fantasy to sci-fi. Get them here!
The ICRPG Core set is more expensive but comes with a wealth of content, including a selection of printable miniatures for your table in Hankerin's distinctive black and white style. Get it here!
These guys have a wide selection of printable miniatures(some are even free!) as well as papercraft buildings. Get them here!
A later entry to this list, as I just found them recently is Trash Mob Minis. Like Okum Arts above these guys have an impressive collection of paper figs in a very distinctive style. I recommend checking them out!

There is a wealth of people creating these printable heros and monsters! Part 2 of the series will talk about the supplies I use to make mine, as well as some alternatives. Once we have all of our supplies together we will see about putting together some of these creations!

Until then, keep it weird!



The above post contains affiliate links, using them will give this blog a small commission on the sale.

Friday, March 30, 2018

Conan 2d20 - Quick, cheap and easy Combat dice!

If you are familiar with Conan 2d20 either through playing or reading about the system, one thing that stands out is it's damage system. Instead of weapons doing 1d6, 2d8, 1d10 or other combination it uses a number of combat dice to determine the damage and effectiveness of the weapon. These dice are nothing more than a fancy 1d6, and you can easily use a regular d6 to get the result.

Modiphius does however make custom combat dice, and I have found they can make a difference. They sell these in a players dice set that will run you about $30cad and comes with 4 of these combat dice, 2d20 and a hit location die. Four combat dice is probably not going to be enough for most players, especially ones with high brawn. As mentioned above we can simply replace the missing dice with d6s.

We do have another option. You can buy a set of inexpensive blank dice from Aliexpress or Amazon. I prefer the sets from Aliexpress, simply because I get more bang for my buck, even if shipping is a little slow. This is a link to a set of 20 16mm blank dice for about $5US, with shipping included! The size of these are the same as the combat dice, but have a slightly different shape, mirroring the dice you might find in Monolith's Conan boardgame.



Using a regular fine point sharpie we can simply write on the values we want, following the patterns laid out by the combat dice. It is important to note that when you write on the dice, the ink from the shaprie will take a little time to dry. I have found it to be fine after about 10 seconds. Once dry it is a fairly robust addition to the die and can't be wiped off. I am sure after some use it will begin to wear out.


One of the happy parts of these dice is a little acetone will clean the ink right off the dice face without damaging the face. Over the course of the last couple of days I have been experimenting and have cleaned the sharpie from the dice multiple times with no issues. This is a super quick way to make a multitude of combat dice at your table.

Thursday, February 8, 2018

FG extension going forward

With a more or less working version, meaning I have a working PC and NPC sheet, I look to places where things can be better.

The combat tracker is the obvious one, it can be a powerful tool within FG to track an encounter, but I think it might be better to update it once we have a look at the full core book.  

One of the things I think that is needed is an additional momentum track.  ie one that stores current generated momentum, and that once a turn is complete can be transferred to the stored track.

To facilitate this I would ALSO like to make it easier to see momentum generated.  And for that I am looking at implementing task difficulty for the PC.  This will probably be implemented as a numberfield and perhaps a group of buttons.  Ideally it will be a numeric entry on the Combat Tracker. 

If we know the difficulty we can roll and determine success/failure as well as how much momentum was generated, which can then be transferred to the character sheet.

Anyhow that's all for now!

Wednesday, February 7, 2018

John Carter Fantasy Grounds Extension

I am posting what I am calling v.9 of the extension for people to have a look at and play with a little.

There are some things that need to be done to make it really slick, but it should be functional for the quickstart.

As this is a MoreCore extension you will need that ruleset as well.

The link here should allow you to download it.

John Carter Extension

There are a few static height anchor issues but that shouldn't affect anything functional.

I will try and get a demo up via livestream in the next day or so. Finally, the only thing the CT will really be good for right now is to see who is in combat, none of the JC fields are linked.

Monday, February 5, 2018

JC: FG Extension Update.

As expected I managed to get sometime to work on the project over the weekend. I sadly squandered some of my Saturday in Age of Conan, and although I didn't stream the session I did managed to escape Tortage and begin my quest into the main world.

Even having squandered that time I managed to get a fair it done.

Completed
  • Finish inventory list.
    • Completed the core inventory list on the main screen, pulls from same source as the MORECORE inventory tab.
  • Add talent list.
    • Completed a working list that ties to the talents tab of the MORECORE sheet.
  • Add weapons list.
    • Completed the Weapons list using the 2d20 weapons class, rollable, may need a couple of tweaks, but essentially functional.
  • Create graphics for Momentum, Threat and Luck.
    • Created momentum tokens, Luck tokens and threat tokens. Will re-design the luck tokens in the future.
  • Create momentum, luck and threat counters as well as spends.
    • Added selectable tokens for luck and momentum.
    • Momentum can be On, Off, Selected or disabled.
    • Momentum can be spent by double clicking the spend button.

To Do
  • Stress boxes
  • Spend button for Luck
  • Chat messages for momentum and luck spends
  • Finish adding in the stat rollers and resolve the static anchor issues


Latest version of the Character sheet showing Inventory, Talents, weapons, Momentum and Luck.

Tuesday, January 23, 2018

Quickly! To Barsoom!

Today Modiphius released the quickstart rules for John Carter. We get our first taste of the system.

I wanted to jot down what I see as the major differences between Conan 2d20,as I am most familiar with this system, and the mechanics in the John Carter game.

Dice
The system is the same as Conan in this.
2d20+up to 3 bonus d20s
combat dice are calculated the same, 1,2,0,0,effect,effect.

Accomplishing Tasks
The Same
Roll 2d20, buy up to 3 extras.
Roll vs 2 numbers, get under the TN = 1 success, get under the lower value = 2 successes
Opposed tests work the same. Each side rolls, if both succeed, the side with the most momentum wins.
The Differences
Skills vs attributes
Conan uses Attributes+Skills. Skills have an Expertise and a focus and these plus the attribute provide the TN and Focus to roll against. Example: Melee attack: Agility=9, Melee Ex=4, Fc=4. Melee TN=13, Fc4.
John Carter uses attributes. Each test utilizes two of the attributes. Daring+Might for example. The sum of these is the TN and the lowest of these is the target to gain a second success. Example. Daring=5, Might=6. Daring+Might test: TN=11, FC=5

Momentum, etc.
The Same
You gain one momentum for every point above your target difficulty. Task is Difficulty 2, roll 3 successes, momentum = 1
You lose one momentum at the end of each scene
You can spend momentum for various effects
The Differences
No group pool. Players are allowed to save momentum past their turn, but it is stored in a momentum pool with a maximum equal to the players lowest attribute. Players may contribute to another players momentum pool, but it can't exceed it's maximum. Doom becomes Threat
Fortune becomes Luck

Zones
The Same
The world is broken into zone vs measuring squares. Distances are therefore abstractions.
The Differences
New names for the zones
Immediate - Within arms length. (Melee)
Near - not next to, but easily reachable. (Same zone)
Away - areas apart from others either due to distance or obstacles. (Adjacent zone)
Far - Visible range (2 zones over)
Too Far - Out of visible range, beyond the ability to engage without special tech.

Action Phases
The Same
Broken into rounds and turns. Each round is composed of player turns.
Players go first in initiative. GM can interrupt for the cost of 1 threat.
The Differences
Phases are simplified. Movement, Conflict, spoken.
Movement allows moving to any point within away. Moving further costs a momentum..
Conflict actions. Generally things that require tests.
Spoken actions. Simple quips and spoken commands.
Free actions. Not listed in the quickstart, but references are made to it.

Damage
The Same
Essentially broken into stress and harm. Harms are renamed as afflictions.
Having an affliction causes a penalty on the appropriate stat.
Reducing stress to 0 = 1 affliction.
Causing 5+ points of stress in a single attack = 1 affliction.
The Differences
One additional damage category. Confusion. It's Affliction is called "Madness"
When characters take damage they look at the two attributes used in their defend reaction and choose which stress track to take the damage on. Ex. A character parries with "Cunning" and "Daring", this brings the "Confusion" and "Injury" stress tracks into play and either can take the damage.
Blacking out instead of death at 5 wounds.
Optional note that an affliction can be caused at EACH 5 stress if the GM desires

What other differences have you noticed in the rules between the various 2d20 systems and this "lite" offering? Drop me a comment below and let me know!

Thursday, January 18, 2018

John Carter FG Extension, a first look.

Spent a little more time on the project last night.  Largely working on graphics items; choosing and modifying.  Although I didn't get THAT much done I did get some work done include creating the start of a new JCM roller to handle the 2d20 Momentum system.


After last night and this morning I currently have a good start.




Complete.
Desktop - updated - will need further updating to allow for tiling, but this is a good intermediary step.
Sidebar - Updated
Decal - Updated
Chat box - updated.  Framedef needs to be updated still. - Framedef updated
Added a titlebar graphic lifted from the kickstarter page, slightly modified.
Dice rolling fundamentals - completed
New character sheet tab added back into the charsheet allowing the build of a JCM specific sheet, still contains CONAN 2d20 at the moment.

To do.
New character sheet graphics
New NPC sheet & graphics
New CT Graphics
Update the roller with proper documentation

Wednesday, January 17, 2018

My Advent on Mars

Like Conan, I came to Barsoom later in my life.  These early works of fiction eluded me.  I had certainly heard of Conan, but I head read none of the comics and NONE of Howard's writing till about 7 years ago.  I considered myself a fan of the character and the movie. 

Barsoom was different.  I have certainly heard of Tarzan, but not of Barsoom.  Maybe I saw the occasional comic cover here and there and didn't know what it was.  When they decided to make a movie, I looked into it more.  I became excited for the movie.  I *ENJOYED* the movie.  Did it have an amazing plot?  No.  Did it have a fun plot?  Sure!  Earth man on new world rescues the Princess and finds love.  What did it have?

Action.  Adventure.  Visuals.

This movie for me is visually stunning, and so the world created by ERB captured my imagination.  Hordes of inhuman, tribal, green Martians with 6 limbs doing battle against the Red human men of Barsoom.  A dying world of violence and conflict.  A world where airships glide across the skies like our ships on the ocean.  The movie showed me all of this and more. 

After the movie I immediately sought out and read the first three of ERBs books set on Barsoom.   They are of course different than the movie.  It seems obvious the writers were going for a more connected set of books starting from day 1.  They had an advantage over ERB in this respect.  They had all 3 books. 

So now I find myself a fan of John Carter of Mars.  The world captures my imagination.

I was delighted to learn Modiphius was planning a series of games centered around John Carter of Mars and I looked forward to the launch of the Kickstarter for the RPG.  The system is based around the same system as their Conan 2d20 lineup, which I am familiar with having played it for the last year and participated in the various forums for a longer time.

So come!  Join me on Barsoom and save YOUR Princess!

Tuesday, January 16, 2018

John Carter of Mars: Adventures on a Dying World

"Instantly the scene changed as by magic; the foremost vessel swung broadside toward us, and bringing her guns into play returned our fire, at the same time moving parallel to our front for a short distance and then turning back with the evident intention of completing a great circle which would bring her up to position once more opposite our firing line; the other vessels followed in her wake, each one opening upon us as she swung into position. Our own fire never diminished, and I doubt if twenty-five per cent of our shots went wild. It had never been given me to see such deadly accuracy of aim, and it seemed as though a little figure on one of the craft dropped at the explosion of each bullet, while the banners and upper works dissolved in spurts of flame as the irresistible projectiles of our warriors mowed through them. "
-Edgar Rice Burroughs, A Princess of Mars

Modiphius is bringing another piece of classic pulp fiction to the tabletop.  This time we visit the dying world of Barsoom with it's Red and Green men.  With the constant war between peoples.  With it's Airships and hordes of Tharks.  With it's mighty cities like Helium and Zodanga.

It is currently LIVE! on Kickstarter right now!  It has more than met it's desired goal and is cruising through stretch goals.

The game uses a skill-less based 2d20lite system.  Instead of skills you will combine 2 attributes to determine the outcome of your action.  If you desire to run into melee combat with the Thark about to kill your lover, your GM will probably tell you to roll against your attributes of Daring and Might.  Daring deals with movement and Might physical combat.

Check out the cool character sheet!

I've not seen the whole system, but what I have seen I find exceptionally interesting with a lot of potential to increase narrative story telling.  I look forward to the quickstart rules arriving soon!

If you want to get in early on the community stop by the google+ group, it currently only has 14 members!

Check back often here and on youtube for updates as the kickstarter progresses and we get a chance to play the quickstart rules!