'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 Robert E Howard. Show all posts
Showing posts with label Robert E Howard. Show all posts

Friday, October 26, 2018

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

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

Overview

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

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

Ship Positions & Roles

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

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

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

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

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


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

Reactions

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

The Ships

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

Damage

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

Final Thoughts

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

An Example

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

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

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

Fury of Set

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

Promise of Ishtar

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

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

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

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


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

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

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


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


Round 1


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

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

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

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

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

Round 2


  • Momentum: 0
  • Doom: 18

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

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

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

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

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

    Round 3


    • Momentum: 0
    • Doom: 27

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

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

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

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

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

    Round 4


    • Momentum: 0
    • Doom: 24

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

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

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

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

    Friday, October 19, 2018

    Conan 2d20. Skill Trials

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

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

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

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

    The Basic Idea

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

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

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

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

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

    Lending a hand

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


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


    Fatigue and Despair

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

    Complications

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

    Conclusion

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

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

    Wednesday, August 15, 2018

    Back to the Pulps. Clark Ashton Smith.

    Yesterday, August 14, is a day that marks the anniversary of the passing of Clark Ashton Smith. Smith became known to me through reading Robert E Howard. CAS is often spoken in the same sentences that name Robert E Howard and Howard Phillips Lovecraft. He was a common contributor to Weird Tales at the same time as the other two, often being referred to as part of a trio of weird. Like Howard he was a member of what has come to be known as Lovecraft's literary circle.

    If you haven't read any Clark Ashton Smith I highly recommend you pick up some of his work and get to know him a little. To help you with that I found a website containing a fairly large repository of his writing, "The Eldritch Dark, The Sanctum of Clark Ashton Smith" and I am going to link some of my favorites below for you to check out.

    Here we have five stories to read and a website full of many many more. I myself have only read a small portion of this author's work but you should give him a shot if you haven't. You will be rewarded with a myriad of strange and fantastic worlds the likes of which you have not seen before.



    Friday, June 8, 2018

    It Came From the Outerdark. Friday June 8, 2018

    It has been a little while between posts. Between playing Conan Exiles (WAY TOO MUCH), work and other things I haven't had any really cool ideas to write about. I am pretty sure that has not changed. However that is NOT what this post is about. This post is about telling you what is going on out there in the big bad world! What is cool! What can I spend my hard earned coins on!?

    KICKSTARTER!

    We shall start with Kickstarters as there are a couple of note that I want to mention.

    The first is Monolith's Mythic Battles: Pantheon 1.5. This kickstarter has some rule upgrades, but more importantly it gives you a chance to get in and get a copy of this awesome wargame. The figures are beautiful and range in size from the small to the GIANT. Check out my unboxing video from the original kickstarter to see them in more detail.

    This kickstarter also has an add-on teaser for the "YMIR" which will be featured in their follow-up (and I understand compatible under the 1.5 rules) Mythic Battles: Ragnarok.

    All in all this is an excellent game full of lovely plastic figures, that I heartily recommend you get on board for if you do any miniature gaming in the 28mm-32mm scale.

    The second kickstarter I am watching, or rather will be watching, as it has not quite launched yet is "Solomon Kane" by Mythic Games. Mythic announced this back in February and I have been excited for it since. I am always happy to see more of Howard brought to a larger potential fan base.

    It is billed as a game with 35mm figures so I will be interested to see how they stack up vs. the Conan BG and MB: Pantheon (as well as a host of other ranges.) Either way this hits Kickstarter on June 12th, so get your wallets ready!

    DriveThruRPG!

    There has been a few things cross my social network feeds, but only one has really caught my attention. Not surprisingly it's RuneHammers latest edition of index cards. This time they focus on his Ghost Mountain setting available in ICRPG worlds, but you will find cards in here for any weird west setting. So head on over and grab your copy of INDEX CARDS Vol.4!

    Hankerin' over at RuneHammer also just released a combined publication of his three novels called "The Legacy of Mud", which is available over on amazon.ca. Not only is it available, it is listed as "PRIME".


    Howard Days!

    This weekend is also "Howard Days", a convention of Howard enthusiasts hosted by Project Pride down in Cross Plains, Texas. I had some serious thoughts on attending this year, but never got around to putting my money down for a ticket so it will have to wait for another year.

    If you are like me and wish you could be there to see some of the talks or get a feel for the event, I will direct you to a small YouTube channel run by Ben Ben Friberg. Ben has been attending Howard Days and recording many of the talks and posting them to YouTube. I am sure this year will be no different. Check him out and give him a few subscriptions!

    That is all for this week! I hope to have some new videos up on YouTube soon, some as companion pieces to my Conan mechanics series, a few box openings and MAYBE even a craft! Have a great weekend and remember to KEEP IT WEIRD!

    Tuesday, May 8, 2018

    Conan Exiles. Survive, Build, Dominate. The Review.

    Sometime last year Funcom released Conan Exiles into a wide beta release on Steam known as "Early Access". Drop your coin and start playing the game as is, close to a year before the official release date. See it update. See it change. Follow the development. Watch it form.

    As it happened at it's original early access release many people said it was unplayable. They were mad. Some people couldn't play it due to issues with their PC, but were unable to return it, presumably it worked initially and then something changed and they were past the hours played threshold. I don't know. I didn't pick it up back then.

    I *DID* pick it up at Christmas and although it certainly had some issues I enjoyed playing it. I liked the ability to create my own house and harvest the land. To grow strong. To hunt. To craft. I personally have about 160 hours into two games, one with a character at around level 50 and one around level 26. I am still exploring and finding new stuff, and at release the world will grow even larger, I have solidly got my moneys worth out of this game.

    Let's rewind, just in case you are unfamiliar with this game. This is Funcom's latest offering to the Conan Franchise. It is an open world survival game that can be played solo or on servers of various sizes ranging from about 10 to 40. You start with nothing and you must, as they say,
    Survive. Build. Dominate.

    Played 100% as intended you start crucified naked in the desert. Everything you have known has been taken from you; family, money, pride. Once you define your character you are cut down and set free into the Exiled Lands. You start, quite literally, with nothing.

    As you progress through the game you gather resources, make clothing, armor, houses, weapons, fortresses and any number of things to help decorate. If you are so inclined you can even go out and find other settlements, and take their men and women to be broken on your wheels of pain so they become your thralls. These thralls will work for you defending and crafting, sometimes their skill at crafting far surpasses yours.


    So Conan Exiles. Let's take a quick look at what it is, and what it isn't.

    • Is this Robert E. Howard's Conan? In a short response. No it is not purely REH's Conan. It takes flavor from the stories by REH as well as the pastiches, comics and movies that came after. They all add to the overall flavor of the game.
    • Will we get to explore earth during the Hyborian Age? In a word, no. You like the other Exiles are trapped in a land where humanity once waged war against some forgotten race. Presumably it exists somewhere on earth, but is now cut off any only used to dump prisoners.
    • Do I get to play Conan? No. You get to play a random Exile from a country of your choice who worships a deity of your choice.
    • Does it feel like a Conan game? For me, it does. I won't pretend it's a perfect game, or a perfect representation of what I think Conan is or represents. For me the survival aspect is enjoyable and the flavor from Howard and others that defines the Hyborian Age adds a lot for me. I just enjoy seeing things like "Stygian Banner" or "Dafari Drums" on my screen.
    • Civilization vs Barbarism? This is something I struggle with a little. It feels like we are trying to build a civilization vs remaining strong and barbaric. In reality civilization isn't defined by the technology we build it is defined by society and the laws we create. This game in many ways feels like it showcases this. You removed from your civilization and dropped back to barbarism.
    • Survival? Besides the hostile creatures and other exiles out to end your life, the environment itself is harsh. There are a few main elements that need to conquered to ensure survival: food, water, shelter and temperature.
      • Water: You must secure water and food or you will die. Wander into places that are very hot, or wear clothing that is too warm? Your thirst will increase, and when you run out of water. You will die.
      • Food: As you progress through the world you will grow hungry. If you do not eat, or eat the wrong things, you will die. Find animals, hunt them and cook them to maintain a healthy hunger level. Food will also allow you to regenerate your vitality.
      • Temperature: Being too hot or too cold will negatively affect you as well. Wearing heavy clothing in the sun, or just being out in the desert too long will result in you needing more water, and if you run out, you die. Likewise being in the north without wearing clothing will result in frostbite and death.
      • Shelter: Shelter can also help regulate temperature, but it also serves to protect you from the sandstorm that ravages the lands. Getting caught in this will cut a man or woman to ribbons....and you will die.

    Although the game has no quests of the variety: Find NPC, Talk to NPC, Retrieve 20 wolf pelts, it does have a journey system which functions both as a tutorial and then later as a guide and a direction system. Doing what is suggests will take you into dungeons and out across the vast expanses of the Exiled lands. For me, at least, this is a superior system. I was never a fan of the general quest concept in MMORPGs. This world is an open sandbox, you can go anywhere, anytime for any reason; provided you are strong enough.

    My initial impressions of this when I picked it up in Early Access were good, I enjoyed it. The last major update improved the game immensly. I was watching a stream just yesterday by a new player who had never played in early access and after a few days playing his impressions of the game were glowing. If you are looking for a beautifully immersive game with a story that will lead you along and be amazing, I suspect the new God of War might be up your alley. If you are seeking an immersive game that allows you to go and do what you want, build your fortress, take slaves and try and survive in a brutal world, crafting your own story, then 100% check out Conan Exiles.

    On Steam I have played for 169 hours. I am still going strong and with the new areas opening...............

    4 out 5 Skulls of My Enemies!
    *Just a word of warning: This game is violent. This game features killing humans in gruesome ways. This game features nudity. This game features slavery.

    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?

    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?