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BRP Conan


christopherhouse

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I still have the original Smith’s CTB buried somewhere, but I seem to remember that it’s Conan that goes into Elric’s world to fight Xiombarg along with the albino and not the contrary. But my memory may fail me (old age’s ransom…).

Nope, Elric came to Hyboria, Koth to be exact, to battle Terhali. Xiombarg

was responsible for getting Kulan Gath to waken Xiombarg.

Feats are not a bad idea, RQ had them a long time ago after all ...

-V

Edited by vagabond
damned typos
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Feats are not a bad idea, RQ had them a long time ago after all ...

I don't remember a RQ edition with Feat-like abilities before MRQ Legendary abilities.

Character Advantages/Disadvantages are not a bad idea as such, but they completely blew it in D20. The major problem comes from the fact they all cost the same price (ie a feat slot given by class or level), whatever their usefulness in play. Power Attack is an overbroken feat in Conan D20 (due to rule modifications from standard D20) that allows to oneshot almost any foe, but that still cost the same price as feats like Carouser or Negotiator which give meagre bonuses for alcohol resistance or social skills...

An another problem with Feats in D20 is that they most of the time "rules exceptions", each having its own mechanics. The rules become very quickly burdensome. Also, there so many of them that it's a pain to handle them all for the average GM.

Let's say the sheet doesn't look to me as if the system makes for smooth play during combat situations.

Indeed, the D20 system is anything but smooth. The rules are what they are, but they must not prevent Conan fans to look deeper in Mongoose range, which contains some excellent Hyborian Age gaming supplements.

This may be D20, but this is not D&D.

I talk to planets, baby.

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  • 2 weeks later...

I suppose an RQ/BRP alternative to feats would be chaotic features. Determined randomly, some good some bad. In the long run it balances out but individuals can get a bum deal, or exceptional deal. Of course, the main hiccup comes with the fact that you do not select the feature.

I used a modified chaos feature list (kinda) for Aces Highs extraordinary abilities. I think it works. But needs to be generated early in character creation so that the player can choose to build their character around the abilitiy, or choose to ignore it...

Mr Jealousy has returned to reality!

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I suppose an RQ/BRP alternative to feats would be chaotic features. Determined randomly, some good some bad. In the long run it balances out but individuals can get a bum deal, or exceptional deal. Of course, the main hiccup comes with the fact that you do not select the feature.

I used a modified chaos feature list (kinda) for Aces Highs extraordinary abilities. I think it works. But needs to be generated early in character creation so that the player can choose to build their character around the abilitiy, or choose to ignore it...

Or, as in Stormbringer/Elric!, the special powers granted by becoming an

Agent/Champion of the higher lords.

-V

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Well, I'm not sure chaotic features would fit with Howard style heroes. I'd like to keep the fact that magic is corrupting and utterly evil in the Hyborian Age.

There are always the Legendary abilities from MRQ, that kind of work like feats...

I talk to planets, baby.

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Mongoose announced "great things for Conan in 2010, including moving back to full colour". That's probably means a new rulebook, hopefully free of the lousy D20 rules and using MRQ. It seems that the 'Goose is pushing forward its licensed game engines (MRQ & Traveller), slowly getting rid of other systems (read D20).

Slaine has gone MRQ from D20, the new Judge Dredd will be using the Traveller rules, forfeiting D20 again. I have great hopes for Conan, despite the fact that some fanboys from the forum keep on threatening Mongoose they'll never buy a Mongoose book again if they abandon their beloved D20.

Hyborian gaming (not hyperborian if you mind ;)) deserves a decent game engine. MRQ will do.

I talk to planets, baby.

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Hervé it would be great if Mongoose went to MRQ for their Conan line...not that they cover Conan very well but neverless it will aid someone running a Conan campaign. I really hope they go the MRQ route.

My problem with Mongoose is they get into too much modern thought, strange sexual mores and politically correct nonsense that is not at all REH style Conan. Imagine how much better it would be if Chaosium did it.

I'm sure some of it stems from the culture at Mongoose and the need to make it a OGL/D20 book. Meaning they need to dumb the background down for those used to simple group style DnD play.

Perhaps the folks at Mongoose need to reread the books and stop trying to blend it with DnD, I only use them to fill in gaps that GURPS CONAN does not fill. Going to MRQ will do a lot to bring a more REH style to combat and characters and hopefully they will also try to better set the mood.

In my own campaign we use a lot of Hyborian age elements in our Call of Cthulhu campaign so this could be really neat (new monsters,spells, etc) if MRQ is the key to Conan 2010.

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My problem with Mongoose is they get into too much modern thought, strange sexual mores and politically correct nonsense that is not at all REH style Conan.

Hmm... I'm not sure to get what you mean.:confused:. How do "strange sexual mores" (?) and "politically correct nonsense" stand in the same sentence?

Imagine how much better it would be if Chaosium did it.

I agree thet the game would have been better if done by Chaosium. However, there would have been far less books published (the game has more than 40 supplements), and Mongoose has done quite a good job with some Chaosium heritage, like Elric or Hawkmoon.

I'm sure some of it stems from the culture at Mongoose and the need to make it a OGL/D20 book. Meaning they need to dumb the background down for those used to simple group style DnD play.

Even if Conan is using the dreadful D20 rules, it's far from the traditional DnD style. Combat is very deadly, even at higher levels and rarely lasts more than 3 rounds (mostly due to the Massive Damage rules). There are no mundane magic nor magic items to boost characters, and absolutely no magical healing. All these tiny details make the game very different from DnD.

On the bad side, it is heavy, cumbersome, combo oriented just like any other D20 game...

The game is rather well documented (except for the eternal problem Mongoose has with maps!), most books containing very little of the standard D20 crunchy crap. Some like Return to the Road of Kings (world atlas), Across the Thunder River (Pict sourcebook) or Ruins of Hyboria (without any dungeon!) are really a must have for any diehard Conan gamer.

I talk to planets, baby.

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Howdo

Off some interest to you folk might be the OpenQuest Adventure pack that myself and John Ossoway (author of Cthulhu Rising) are currently working on called 'The Savage North'. Its basically Conan, in the cold north (brrr), with the the serial numbers filed off.

Release sometime in Oct/Nov this year.

More details here : D101 Games » The Savage North

And here's the front cover by Jon Hodgson (Warhammer Armies, HeroQuest 2, Dragon Warriors amoungst others).

savage_north_cover_preview.jpg

Head Honcho of D101 Games
Publisher of Crypts and Things/Monkey/OpenQuest/River of Heaven
The Sorcerer Under the Mountain

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In those cold nordic lands I would certainly wear a bit more clothing than the mere loincloth of that barbarian dude in the cover illustration. :lol: But joking aside, this does sound very interesting. If I can find a way of ordering the book through a Dutch webstore that doesn't require the use of a credit card you an consider me a customer. :thumb:

Will the OpenQuest corebook be needed to run this or will the BRP rulebook suffice? And how 'viking' will this setting be?

RPGbericht (Dutch)
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Howdo

Off some interest to you folk might be the OpenQuest Adventure pack that myself and John Ossoway (author of Cthulhu Rising) are currently working on called 'The Savage North'. Its basically Conan, in the cold north (brrr), with the the serial numbers filed off.

Release sometime in Oct/Nov this year.

Very nice Newt! I will have to consider opening a OpenQuest category in the Review Section then! :cool:

SGL.

Ef plest master, this mighty fine grub!
b1.gif 116/420. High Priest.

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Short answer to this, from the book's webpage

Like OpenQuest, Savage North is completely compatible with other D100 systems such as RuneQuest and Basic Roleplaying.

More detailed answer, OpenQuest although based off the MRQ SRD has many rules in common with BRP. It has Total Hit Points, Combat Order based off DEX (or INT if your slinging a spell), Percentile Skills, seven characteristics (STR, DEX,CON,SIZ, INT, CHA, POW) and a magic system that if you are an old player of RuneQuest you should be familiar with ;)

I should be doing a quick conversion guide, because there are a few differences. A shorter skill list which groups some BRP skills under a single skill for example. OpenQuest's Deception skill combines BRP's Hide, Sneak and Disguise skills. But even without this it should require very little effort from the GM to covert.

To make it even easier OpenQuest itself will be available as a free PDF, as well as a POD Print version at low cost, so can download it and check out the main differences for yourself.

Hope this helps.

Head Honcho of D101 Games
Publisher of Crypts and Things/Monkey/OpenQuest/River of Heaven
The Sorcerer Under the Mountain

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Very nice Newt! I will have to consider opening a OpenQuest category in the Review Section then! :cool:

SGL.

Yes please.

As well as the Savage North, we've got another OQ adventure pack Life and Death lined up for later in the year as well. This will be familiar to people who played SimpleQuest (the old name of OpenQuest) at Continuum and other cons last year since we ran a couple of the scenarios there.

Also our friends Sceaptune Games are planning to release some OpenQuest Compatible supplements in the future.

Life and Death's webpage over at d101games.co.uk.

Head Honcho of D101 Games
Publisher of Crypts and Things/Monkey/OpenQuest/River of Heaven
The Sorcerer Under the Mountain

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And how 'viking' will this setting be?

Very much Fantasy Viking/Barbarian. The Pantheon of the Drakar, the Viking equivalents, will have its All father, Berserker and Trickster figures but the mythology will be slightly different to fit in with the rest of the setting and the back story of the adventure. The southern part of the Savage North, Bogdan, is more Celtic flavoured place, although the uncaring distant god Krimm will make an appearance.

You'll be able to see if this is to your liking since the setting information which includes the new cults will be released under the OGL . This is for developers and gamesmasters who want to use it along side the OGL setting in the core OpenQuest rules book.

Head Honcho of D101 Games
Publisher of Crypts and Things/Monkey/OpenQuest/River of Heaven
The Sorcerer Under the Mountain

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OK, thanks for the clarifications. Since I am thinking of using this as a kind of prehistoric setting for my Call of Cthulhu universe it would be practical if I could do it using one and the same book and not need the OQ book specifically. That's why I asked.

As for the 'vinkingness', I was just wondering how much of this is 'Conan' and how different it is from, say, BRP Mythic Iceland.

Still very much interested, so keep us informed. :thumb:

RPGbericht (Dutch)
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  • 2 weeks later...

Hello there !

Here some quick notes about my current version of BRP Conan.

It works rather well as is, but I'm eager to get your advice about it.

Cheers

Hervé

CHARACTERISTICS

2 lists of 7 rolls of the best 3 of 4D6. Choose one and assign the numbers as you like.

STRENGTH

CONSTITUTION

SIZE

DEXTERITY

INTELLIGENCE

POWER

CHARISMA

Characteristic Tests:

Easy: Stat x 5 %

Average: Stat x 3%

Difficult: Stat x 1%

HIT POINTS:

CON+SIZ for PCs and major NPCs. Average of CON and SIZ for goons.

Major Wound Level: CON for majors characters, CON/2 for minor NPCs.

CON x 3% to remain conscious. Instant death in case of fumble.

Wound Penalties:

-1/2 HP or less: Initiative –2, Physical Actions –10%

-1/4 HP or less: Initiative –4, Physical Actions –20%

Healing:

-1D3 per heal per wound (only one healing attempt per wound)

-Natural Healing: 1d3 per day. 1d6 in full rest.

FATE:

-Total= POW (MP).

-Reroll skill Test : 5 points.

-Soak Damage : 3 points/damage.

-Replace any skill test by an average Luck Roll : 5 points

-Maximum damage: maximum damage of the weapon in points.

-Regaining MPs: 2 MPs per hour of rest.

TERROR :

POW vs Terror Factor on the Resistance Table

Failure: -20% penalty to all tests due to panic.

Fumble: Faint, flee or hysteria.

DAMAGE BONUS

Average of

STR & SIZ (RD) BONUS

01-02 / -5

02-03 / -4

04-05 / -3

06-07 / -2

08-09 / -1

10-11 / 0

12-13 / +1

14-15 / +2

16-17 / +3

17-18 / +4

19-20 / +5

SKILLS

-300 points in profession skills. 150 free points.

-Experience: Check skills used in the adventure as per normal BRP rules.

-Failure: +1d10 points.

-Success: +1 point

-Any fumble on a skill during play automatically add 1 point to the skill.

-Specialisation skills (sp): When choosing the skill, choose an appropriate domain for it. These skills can be taken multiple times.

-Each skill category has a starting chance based on your characteristics. Note that the skills followed by a (00) do not have a base.

-New skills may be added with the GM ‘s approval.

COMBAT

(STR+DEX/2)

Hand to Hand

Light Weapons

One Handed Weapons

Two Handed Weapons

Pole arms

Missile Weapons

Thrown Weapons

Shields (STR + DEX)

COMMUNICATION

(POW+CHA/2)

-Bargain/Fast Talk

-Contacts (sp)

-Oratory

-Intimidation

-Speak Language(sp) (00)

-Seduction

MANIPULATION

(POW+DEX/2)

-Art (sp)

-Craft (sp)

-Pick Lock

-Disguise

-Pick-Pocket

MENTAL

(INT)

-Art of War

-Knowledge (sp) (00)

-Laws & Customs (sp)

-Literacy/Read Write (00)

-Evaluate

-First Aid

PERCEPTION

(INT+POW/2)

-Listen

-Search

-Navigate

-Insight

-Survival

-Alertness

PROWESS

(FOR+CON/2)

-Acrobatics

-Drive

-Stealth

-Ride

-Dodge

-Climb

-Swim

PROFESSIONS

Noble

Weapon (sp)

Art (sp)

Contacts (Nobility)

Knowledge (sp) x2

Language (sp) x 2

Laws & Customs

Literacy

Oratory

Ride

Barbarian

Weapon x3 (sp)

Acrobatics

Alertness

Climb

Craft (sp)

Dodge

Stealth

Survival

Swim

Scholar

Craft (sp) x2

Evaluate

Fast Talk, Oratory or Intimidation

(choose one)

First Aid

Insight

Knowledge (sp) x5

Language (sp)x4

Literacy

Borderer

Weapon x2 (sp)

Alertness

Craft (sp)

First Aid

Knowledge (Nature)

Listen

Language (sp)

Ride

Stealth

Survival

Nomad

Weapon x2 (sp)

Acrobatics

Alertness

Craft (sp)

Fast Talk

Language (sp)

Listen

Ride

Stealth

Survival

Pirate

Weapon x2 (sp)

Acrobatics

Alertness

Climb

Contacts (pirates)

Dodge

Evaluate

Fast Talk or Intimidation

(choose one)

Navigate

Swim

Soldier

Weapon x4 (sp)

Alertness

Art of War

Contacts (military)

Dodge

First Aid

Ride

Search

Thief

Weapon (sp)

Acrobatics

Alertness

Contacts (criminal)

Dodge

Evaluate

Listen

Pick Lock

Pick Pocket

Search

Stealth

COMBAT :

Attacker /Defender /Résult

Critical /Critical /No Damage. The Two weapons break. Free Counterattack.

Critical /Normal /Defender weapon breaks. Normal damage. Armour.

Critical /Failure /Max damage. No Armour. Critical Effect.

Critical /Fumble /Instant death.

Normal /Critical /No Damage. Attacker weapon breaks. Free Counterattack.

Normal /Normal /Attack Blocked. Possible damage for Defender and his weapon

Normal /Failure /Normal damage. Armour.

Normal /Fumble /Normal damage. Armour. Roll Defender Fumble .

Failure /Critical /Attacker weapon breaks. Free Counterattack.

Failure /Normal /Nothing

Failure /Failure /Nothing

Failure /Fumble /Nothing. Roll Fumble.

Fumble /Critical /Roll Fumble. Automatic free counterattack (no roll).

Fumble /Normal /Roll Fumble.

Fumble /Failure /Roll Fumble.

Fumble /Fumble /Roll Fumble.

-Initiative : DEX +Mod weapon/armour. Ready weapon: -4.

-Criticals Hits: 10% of hit chance. Max damage. Defender weapon/shield breaks (if parried).

No armour + Critical Effect:

Slashing: loss of 1 HP/round. CON x1% to stop the bleeding if acting, x5% if resting.

Crushing : Damage +2. CON x 3 or stunned 1d3 rounds.

Thrusting: weapon stuck in victim. If the victim moves or fights, he takes half initial damage each round. Pulling out the weapon requires either a normal attack rill for attacker or a DEX x 5% roll for the victim (DEX x 1% if acting or fighting).

Knockback: Total damage (before armour) vs. SIZ on Resistance Table. Failure means the victim step back 1 meter for every 5 damage. DEX x5% or be prone. +1D6 damage if victim is hurled against a wall or other hard object.

-Critical Parry: Defender gains a free counterattack.

-Multiple attacks: Requires a 100% + skill. Split % between your attacks.

-Multiple Defenses: -30% after the first.

-Parrying Damage: Damage beyond weapon resistance is taken by the defender. Parrying weapon/shield loses 1 Resistance point. A weapon reduced to half its initial Resistance or less do only half the rolled damage (RU).

-Fumble: every double roll above weapon skill. 00 is always a fumble.

-Heavy Weapons : -10% to parry and dodge attempts due to weapon’s clumsiness.

HIT LOCATION (optional) :

Reverse D100 Attack Roll or D20 :

01-10 – Head - 1-2

11-25 – Right Arm - 3-5

26-40 – Left Arm - 6-8

41-70 – Body - 9-14

71-85 – Right Leg - 15-17

86-00 – Left Leg - 18-20

Head : +1D6 damage (after damage reduction). CON x % or Stunned 1D3 rounds.

Body : +1D6 damage (after damage reduction).

CHARGE : +20% Attack, +2 aux damage, Knockback Effect. No Defence this round.

STUNNED :

- Cannot Attack.

- Will only defend on a successful Insight roll.

- Attack against a stunned character get a +20% bonus.

- Must make an Insight AND a DEX x 5% roll to be able to flee.

PRONE:

- 20 penalty to all defences.

- Attackers get a +20% bonus to attack a prone character.

- No damage bonus (but damage penalties apply).

-DEX x 5% to stand up as an action.

WEAPONS & ARMOUR :

Weapon /Init. /Resist. /Damage

Hand to Hand /-2 /- /1d3+ STR bonus

Light Weapons /+1 /6 /1d6 + STR bonus

One Handed Weapons /0 /10 /2d6 + STR bonus

Heavy Weapons /-1 15 /3d6+ STR bonus

Polearms /+1 10 /2d6 + STR bonus

Thrown Weapons /+1 / Var. /1 or 2d6 + STR bonus

Bows /+0* /4 /2d6 + STR bonus

Crossbows /+0* /6 /2d6+2, Armour –2

* This bonus becomes +10 if the weapon is ready to shoot.

Shields /Init. /Resist. /Damage

Small Shield /0 /15 /1d3+ STR bonus

Medium Shield /-1 /20 /1d6+ STR bonus

Great Shield /-2 /25 /2d6+ STR bonus

Armour / Init. /Resist /Skill Penalty

Light Armour / 0 / 3 / 0%

Medium Armour / -2 /5 / 10%

Heavy Armour / -4 /7 / 20%

Initiatives bonuses and penalties from the three categories (weapons/shield/armour) are cumulative.

If hit locations are used, take the armour penalty from the heaviest piece worn.

I talk to planets, baby.

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As good as anything else d100 I've seen.

Personal Foibles

Personally I'd have done the following

make base chances higher

i.e. Combat = Dex+Str not (Dex+Str)/2

make Manipulation Dex+Int not Dex+Pow

make Perception Con+Pow not Int+Pow

call Prowess 'Agility' - as an aside presumably FOR is STR in French?

give serious though to thinning down the skill list still further (my working hypothesis is 1 skill per old-school category and then any skills which currently have specialisations as extras)

Roll characteristics as 3d6 treating any die roll of a '1' as being a '2'

Cap CON at 21

Include STR in the Hit Point calculation

Maybe use Steve Davies (not the Steve Davies obviously) idea of 40+3d6 for human scores which then throws out everything written above this point.

Give 300 points for Professional skills

Give 300 points for Skills with no combat application (i.e. Alertness might be used in combat and so does not count)

Give 300 points to be alllocated as desired

Simplify Special and Critical calculations (1/2 skill and 1/10th skill since you ask)

Stick to previous weapon damages

Use the Magic rules from BRP RAW but include something NASTY (i.e. lose 1 Con or 1 Pow or for the really generous only 1 Power Point permanently when casting any spell) to dissuade the goodhearted from working any kind of magic and provide a game rationale for baddies doing dastardly things to regain power)

But all of that would be inflicting my houserules on you and moulding your game to the one which I want to play. On top of which no doubt things like the new weapon damage chart have come about through your group's playing and fit you and your players.

I can't see anything in that lot which is awful or any kind of showstopper.

Al

Rule Zero: Don't be on fire

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Thanks for your answer, Al.

The main purpose of this adaptation was to have rules as smooth and fluid as possible, while keeping combat descriptive and bloody (gritty is the word in fashion these days…). This is Sword and Sorcery, after all. I’d like to comment your answer, if you mind:

make base chances higher

i.e. Combat = Dex+Str not (Dex+Str)/2

It probably makes better rounded characters, allowing reasonable chances of success in untrained skills. This should also emulate the ‘heroic feel’ of S&S gaming.

make Manipulation Dex+Int not Dex+Pow

make Perception Con+Pow not Int+Pow

This seems more logical. I’ll go for it.

call Prowess 'Agility' - as an aside presumably FOR is STR in French?

Agility often relates to Dexterity in most players minds. Prowess was a skill category used in the old TSR Conan.

And yes FOR is STR in French. These rules are a quick rough translation of my French notes. Sorry about that.

give serious though to thinning down the skill list still further

That was basically my idea. But it tends to lead to all characters looking the same, at least on paper, so I kept it at reasonable length.

A shortened skill list and higher basic chances would probably lead to get fewer points to distrubute.

Cap CON at 21

Why so? Would you cap other stats at 18 or let them uncapped?

Include STR in the Hit Point calculation.

I stayed in the BRP old fashion that HP are related to CON and SIZ. STR already has an impact on combat ability and damage, I feared including it in HP calculation would perhaps make an ‘uber’ stat. On the other hand, POW could also be included in HP calculation, representing resistance to pain and sheer will to stay alive.

As I wanted the characters to be less vulnerable than in standard BRP, I gave them twice the normal HPs, allowing them to really stand out in battle.

Maybe use Steve Davies (not the Steve Davies obviously) idea of 40+3d6 for human scores

You mean rolling 3d6 for each stat and splitting 40 points between them? I’ll give it a try. It seems to be a good compromise between random rolls and point buy.

Give 300 points for Professional skills

Give 300 points for Skills with no combat application (i.e. Alertness might be used in combat and so does not count)

Give 300 points to be alllocated as desired

It’s not very clear to me, here… I guess it’s the “choose one” option… The idea of having 300 points in profession skills and 150 freebie points is basically inspired of CoC character generation, allowing characters of a same profession to be more than clones.

Simplify Special and Critical calculations (1/2 skill and 1/10th skill since you ask)

I went for the simplest way: criticals at 1/10th skill and no Special at all. It was the case in the early versions of Stormbringer (which was, I must admit, one of the worst version of the BRP!).

Stick to previous weapon damages

Well, damage in BRP is one of the things that always annoyed me. I always found rolling 1D8+1d4+1 rather clunky (and I don’t even speak about MRQ half dice bonuses !), that why I went for an OGL style fixed damage bonus. The less dice you roll, the fastest your game flows.

I also find pretty ridiculous that a mace a sword or an axe could do different damage. It’s an “old school” heritage from early D&D. How did the game designers rule that? Do they test weapons on dummies before assigning damage dices? Different weapon damage ratings inevitably to minimaxing and munchkinisation, as players will invariably go for the better ones. I prefer the Warhammer RPG approach, where all weapons of a same category do the same amount of damage. It’s not the sword that kills, it the warrior wielding it. This method allows players to choose the weapon that would fit their character instead of only looking at the stats.

Another thing that annoys me in BRP is that shields are rather unuseful, as you can easily dodge or parry with a weapon with little difference. Anyone that went into an armed fight (even in a LARP) could say that a shield makes a HUGE difference in combat. Do you have any idea on how I could rules that? For now, I only gave shields a better basic chance…

Use the Magic rules from BRP RAW but include something NASTY (i.e. lose 1 Con or 1 Pow or for the really generous only 1 Power Point permanently when casting any spell) to dissuade the goodhearted from working any kind of magic and provide a game rationale for baddies doing dastardly things to regain power)

I don’t have any fixed magic rules for now, as none of my players is playing a sorceror (who are most of the time the bad guys of S&S stories). I’m adapting so far case by case spells or rituals from the D20 Conan game. However, I agree that magic in a S&S should evil, corrupting, costly and dangerous (both for the user and the target).

One last question. Would you cap skills at character creation (let say around 70%) or let players go as high as desired?

Cheers

Hervé

I talk to planets, baby.

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