I think even games with really abstract distance and positioning systems still benefit from some degree of visualization, because it's hard for players to keep track of all the narration given to them by the GM without a single visual cue. Well, most of the Kickstarter pledges included maps (PDFS) and some with the option to get print copies.Īlso, the game is being supported by RollD20 Virtual Table Top, and you will be able to download the maps I play fairly free-form so this works far better for my groups. Savage Worlds I just say if they're at short, medium or long range, tell them if there's any cover, and for area of effect weapons/powers I roll a die to see how many people they hit depending on if the AoE is small, medium or large. I find you need a much better defined map layout. I've played with the Mutant Chronicles a little bit, and I find the zone thing makes playing without maps harder, because players want to know exactly which zones they're in, and you have to work out how long it takes them to get from zone to zone. IMO this fits the Conan setting a lot better than the a game based on D&D (like the Mongoose version) where you go from zero to super hero. It looks like characters start off fairly competent and improve gradually over time. I think that a more open skill/talent based character creation system works better for the setting than something like pathfinder. I like that it is not a class/level based game system. The 2d20 system looks interesting, but I haven't had a chance to actually play it yet. Plus since it's low magic there won't be a lot spells flying around that you need to worry about tracking locations of. The game does use kind of a zone type system to track location and movement, so I think it lends itself fairly well to theater of the mind type combat- at least just as well or better than say 5e D&D. Betrayal by or of party members happened quite frequently, usually by Conan himself (yes, he was the epitome of Chaotic Neutral). Howard's original Conan stories and setting. This new RPG is trying to remain as true as possible to Robert E. It is not to say that there was no PVP in other PnP TT RPGs, but it was typically not encouraged. Because the winner of both struggles will have gained 2 x additional Momentum, he then can use those to gain a combat advantage or two in the actual fight. Then they can roll a Strength or other appropriate roll to struggle to wrench the sword free. Both have to roll a Simple action roll, to see who gets there first. Although not specifically combat based, these could be interwoven within combat (competing in accomplishing various physical feats) that will add to the victor's momentum, which would then be usable in the actual combat contest between two or more characters.Įxample: Two characters are running across the room towards a sword in the stone. This is known as "Struggles" which is explained on pg. The second, is more of a mention, that there is a system (or potentially one) for PvP. This is kind of like playing chess with the timer, which revs up the action. Simply put, it takes the slower pace of the player's decision making process and it adds to the GM's pool of actions to "encourage" the players to move the play along. I've never played by those rules before myself but at least two systems or mentions I find intriguing.įirst is the Doom system. (Mainly automation)Įeyun and I, Kayhosraven, are available on the Foundry VTT Discord and in our internal CONAN 2D20 for Foundry Discord ( ).You can download for free from this link. Automation and quality of life improvements.Stabilization of version 1 & Corebook player compendiums.
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