'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

Corrupt Cliffs
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Showing posts with label dungeons and Dragons. Show all posts
Showing posts with label dungeons and Dragons. 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!

    Thursday, August 30, 2018

    Zones Revisited for Miniatures. Conan 2d20 RPG

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

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

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

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

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

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

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


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

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

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

    Monday, May 28, 2018

    Easy DIY Gaming Table Upgrade!

    Welcome back!

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

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


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

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

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

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

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

    Until next time! Keep it weird!

    Monday, 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!

    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!

    Tuesday, February 13, 2018

    Miniature Scale Comparisons.

    "How well do they scale?"

    When people talk about miniatures from board games(BG) this is one of the first things that comes up. It is probably second only to people wondering how good they are.

    Scale is a common concern among miniature gamers, and it gets asked about different figures from different companies all the time, it is not just asked about BGs.

    I recently got my pledge for "Mythic Battles: Pantheon" and let me say, that I love these figures.  I was asked almost immediately about how well they scaled with Conan.  This blog post will attempt to compare and contrast a fairly decent range of figures including Bones, Bronze Age, Conan, Mythic, Wizkids pre-paints and the new line of unpainted figures from Wizkids.

    One last caveat.  We are not scale modelers in my opinion.  We use our miniatures and our terrain to make our battles or rpgs come alive with cool ideas.  The figures and terrain we use are seeds to our imagination and serve to keep each of us playing more or less in the same frame.

    Starting with  a group shot of all the figures.
    Bronze Age, Bronze Age, Pre-paint, Bones, Bones, Bones, Deepcuts, Conan, Conan, Mythic, Mythic.

    The last Mythic figure I simply included for fun as it is the "god" scale for the game.


    These two images show a Bones Conan-eque figure next to some Bronze Age figures, both are your pro-typical barbarian figs. I think they are pretty similar in scale, with the Bronze Age figs perhaps being more physically proportional. Either way they will work fine together on the table.

    The two males next to each other show the proportional differences much clearer. Despite these I still think they will work fine on the table together.
    Here we have that same Bones figure next to one of the pre-paint figures. I think she is from the "Rise of the Runelords" collection, but I can't recall for sure. Again the scale is pretty good. She stands at a human height next to our hulking barbarian. He might even look a little short if their bases were the same height. But again I have no issues using these two figures together on the table.
    This is a scale comparison between one of the Conan BG figures and our Conan-eque Bones figure again. Again we see more of the same. Decent scale, easily useable on the same table, even thought the Conan BG figure is a little talled.


    Same scale we saw in the Conan BG figure, this Mythic BG figure is slightly taller than this Bones figure, but still useable together on the same table. I would also like to take this time to point out the excellent detail on the Mythic figure.
    Now lets look at a few non-Bones comparisons. We have seen these two before, Conan BG vs Bronze Age. I think they stack up pretty well together. If I had to make a critical note on the scale differences, the Conan BG fig makes the Bronze age fig look like he has a giant head. From a tabletop perspective though, I think they will be great together.


    Comparing one of the new Deep Cuts figures (or Nolzurs I can't actually remember which) to the Bronze Age figure. I think these two are a pretty good fit. She is smaller, but generally in fantasy (and other generally heroic and idealized) art women are drawn with smaller frames.

    Not surprisingly the Conan BG and Mythic BG figures both scale very well together. Probably the most similar sized strong dude to strong dude of the lot.


    To be complete here is the Bronze Age figure next to the Mythic BG figure. Nothing new here, pretty much what we saw when comparing the Bronze Age to the Conan BG figure.






    One final shot of a Bones, Mythic God and Mythic Warrior....



    This Bones Paladin is in a pretty similar stance as the Mythic Warrior, and has a base of about the same height. He stands nearly a head shorter. This is getting to the point where they might start to look funny in my opinion, but then again, maybe the Paladin is just a short human or an elf?

    Are you more of a scale perfectionist than I am? Do some of these figures not work for you when placed together? Why not let me know what you thin and drop me a comment below?

    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!

    Friday, January 26, 2018

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

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

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

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

    Conan Zone Layout
    Pathfinder Grid Layout

    -- Conan 2d20 --

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

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

    DOOM POOL: 3

    Round 1

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

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

    Round 2

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

    -- Pathfinder --


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

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

    Round 1

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

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

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

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

    Round 2

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

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



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

    Round 3

    Initiative
    Skeleton 5
    Skeleton 3
    Skeleton 1
    Conal

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

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

    Round 4

    Initiative
    Skeleton 5
    Skeleton 3
    Skeleton 1
    Conal

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

    -- Analysis --

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

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

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

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

    -- Final Thoughts --

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

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

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