'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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Monday, February 5, 2018

New video up!

I finally managed to get the first half of a craft video up this weekend!

Hope everyone enjoys it, tried a bunch of new ideas with this one.

JC: FG Extension Update.

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

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

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

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


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

Friday, February 2, 2018

Further updates and a screenshot on the JC: FG extension.

Yesterday I gave a quick overview of the extension I am working on. I laid out a few things I felt I needed to complete. Here they are again in review so we can see what I have accomplished in the last day or so.

TO DO
  • Finish inventory list.
  • Add talent list.
  • Add weapons list.
  • Create graphics for Momentum, Threat and Luck.
  • Create momentum, luck and threat counters as well as spends.

And some new additions
  • Stress boxes

1. Add Weapon list -- Complete
  • I added the frame and pulled the weapon class and reference window from the Conan ruleset and renamed it to "2d20_weapon"
  • Copied over the "strings" document as the weapons entry window relies on it for labels.

2. Add Talents Frame -- In Progress
  • I have added the frame to hold the list, but not the list itself

3. Luck, Momentum and Threat Counters -- In Progress
  • Not much progress here, but I added frames for notes and flaws, so I know where I can place the counters.
4. Misc Bug fix -- In Progress
  • I noted today I had created a control to hold the number of dice being rolled as a stringfield and not a numberfield so it was throwing a type mismatch.

That is it for actual updates, but in the end I have worked on it for not much more than an hour since the last update, either way, here is a screenshot of the current character sheet

New version of the Character sheet showing addition of d20 selectors, weapons lists and various new frames.

Thursday, February 1, 2018

FG: John Carter Update & New Channel Video

I got a little more time to work on the JC: Adventures on a Dying World Fantasy Grounds extension. Currently working towards a functional quickstart setup.

Over the past few days I got the lists working for inventory and a set of 5 d20s that can be clicked on and off to determine the number you are going to roll. The dice graphics are the "Helium" d20s from the kickstart page. At present it is a column of 5 dice. 2 highlighted at all times and 3 greyed out that can be toggled on and off. Once the roll is completed it returns the 3 optional dice to their greyed out state.

I need to add a list for the weapons, which I will most likely pull from the Conan system as I am fairly happy with that and add a list for the Talents area. Finally I need to incorporate momentum/threat spends and graphics. It would also be nice to get the custom damage dice operational, which will be another pull from the Conan extension.

So that list looks like this:

TO DO
  • Finish inventory list.
  • Add talent list.
  • Add weapons list.
  • Create graphics for Momentum, Threat and Luck.
  • Create momentum, luck and threat counters as well as spends.

In other news I have almost finished the next crafting video for the channel, which will have a slightly new format, which I hope people enjoy.

Tuesday, January 30, 2018

FOR HELIUM! A John Carter 2d20 adventure.

The air was still as the graceful airship slid over the horizon and slowed over the moss covered plains of Barsoom. The ship wasn’t as massive as one of the ships of war, only a small scout vessel, but it stlll proudly flew the colors of Helium. In moments, it settled softly on the ground and two of the Red Men of Helium emerged.

Standing on the plains of Barsoom the two scouts of Helium looked around nervously. They were waiting for a party of green men to rendezvous with them and they knew dealings with these savages could be deadly. However, the knowledge they had of places the Red Men did not go made the danger acceptable to Hor Zak.

Hor Zak, was commander of the scout mission and knew the knowledge of the Green Men could be had, for a price. Finally, after what seemed like an eternity they saw three of the Green Men approaching lazily on their thoats. The mounts and their riders steadily grew larger, as the scouts waited, until the scale of both the Green Men and thoats was impressive.

Finally reigning in beside the two Red Men, they dismounted. Their leader, towering over the scouts, came forward and offering the customary greeting said, ”Hor Zak. “

The scout nodded and returned the customary greeting, “Hortan Gur.”, and then turned to his companion, “Larok! Bring up the chest!”

“Yes, my Dwar!” was the man’s reply as he disappeared for a moment and brought back a small chest full of ornaments of gold and silver from their small ship.

The eyes of all three Green Men turned to look upon the ornaments, and after a brief discussion nodded to each other. The other two loaded the chest, mounted their thoats and waited for their leader to join them. Hortan Gur spoke, “This will do nicely Hor Zak, here is the map we spoke of at our last meeting. Know that my people will not take kindly to intrusion. Until we have further business. “

With the words spoken Hortan Gur, Green Man of Artol mounted his thoat, and his small party returned the way they came.

~~~~~~~~~~~~~ Some time Later ~~~~~~~~~~~~~

You stand among your fellow brothers in arms in a vast auditorium deep within the walls of Helium. At the front of the hall stands the beautiful Deja Thoris, Princess of Helium. Her voice sounds clear and true, nearly musical, as she addresses the assembled throng, “Warriors of Helium! I seek volunteers to go to Artol in search of lost knowledge from the old civilizations. A work that could change Barsoom forever! “

Her words echo across the auditorium as a murmur passes over the assembled.

Her words continue, “I will not tell you it will be easy or that the way will not be perilous. The Green Men of Artol will not take kindly to our intrusion, and where they are not, there will almost certainly be the Great White Apes. Who among you will step forward and face the wilds of Barsoom? Who among you will sacrifice for your Princess? FOR BARSOOM!?”

~~~~~~~~~~~~~ Game Details ~~~~~~~~~~~~~

If you are interested in playing, drop me a line. The current day is February 7th @ 6pm MST! Looking to stream via youtube!

Running on Fantasy Grounds and Discord with pre-generated soldiers of Helium.

Monday, January 29, 2018

John Carter of Mars: FG Extension

I've spent a little more time on the extension for John Carter of Mars. Now that we have the quick start and a basic feel for the rules I have begin adding die rollers and damage trackers into the extension. The image below shows the current iteration of the character sheet.


I need to re-work the frame graphics a little, as well as the title, but those don't really change functionality so I am concentrating on getting equipment and talents operational, as well as a dice selector so you can choose bonus dice when rolling checks.

As you can see I have die rollers added to the attributes column for cunning, and will add these to the remaining rows in the coming days.

There are a few automation things to work on as well, but they are nice to haves and some still need to be implemented on the Conan extensions as well.

If you have comments please drop them below, I would love to hear your feedback.

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!