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  1. - Top - End - #121
    Orc in the Playground
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    Mar 2014

    Default Re: [CONAN] GM's Closet for the Conan RPG

    -- SUNLESS CITADEL CONVERSION --

    Area 6. Old Approach




    Above, I removed Area 5 from the adventure. That area does have a trap, though, and I'm going to use it here.

    First, the map shows that the door leading to Area 6 is wood. Change that. We're making it a stone secret door. What the PCs will see when entering Area 4 is a wood door to the right, and about where a door would be is a giant, bas relief sculpture of a writhing dragon. This is done on a large piece of marble (now cracked and pitted).

    DC 15 Knowledge Nobility
    DC 17 Knowledge Local (if local is applicable to the area), or Knowledge Geography, or Knowledge Warfare
    DC 19 Knowledge Religion

    ...to know that the dragon design is a standard seen on the shields of an ancient Bori warlord who ruled in this area of Argos, long, long ago.




    DC 16 Search
    DC 21 Search

    ...make one roll. On a 16 or better, the PC will realize that marble sculpture is really a secret door, and the key hole for this door is inside the dragon's mouth. If the roll is 21 or better, also tell the PC that he notices a peculiar hole in the upper ridges of the mouth. This is hard to see as the dragon's head curls to a point at which a door handle would normally be. In order to see the hole, one has to crouch down and look up into the roof of the dragon's mouth. In order to pick the lock, one has to put his hand inside the dragon's mouth. The lock is atop the forked tongue.

    Play this up. The idea here is to make the players trepidatious about the lock. The hole is, indeed, a trap, but it's now harmless. When sprung, a needle will shoot out of the hole, piercing the skin. But, the poison has long since evaporated. The trap only does 1 point of damage. And, even when sprung, give the PC a DC 16 Reflex check to jerk his hand out and away from the trap before the needle strikes.

    The way to disable this trap, since most of it is hidden, is to find something to plug up the whole. No matter what the players come up with, give the character a DC 20 Disable Device check. Do this in secret so that the player does not know if the trap is deactivated or not (if what he stuck up the tiny hole will resist the pressure from the needle being shoved out.

    If the players decide to break down the door, here are its stats: Bas-Relief Stone Door - Hardness 8, HP 30, AC 5, DC 26 to Break.





    Inside.

    Once inside, the PCs will see a 20' wide hall. The far end is collapsed, and the floor is cracked and slanted at a fairly steep angle near the collapsed end. The entire room has a slight tilt in the floor that gradually gets steeper until it is cracked at a larger angle. Lots of rubble collects the last 10' feet before the collapsed area.

    The only other feature of note is...another bas relief door. It's the exact same type of door that leads into this room. Except this one is harder to open. I'll describe this door in more detail in my write up o Area 7.





    Threat.

    There is a threat in this room, but it's not automatic. It's for those PCs who spend time examining the rubble at the end of the room. The desert rats that infest the place have tunnels and nests throughout the rubble. One of the tunnels enters this room from the collapsed part of the corridor with the opening in the rubble up above the PCs' heads. Rubble extends 10' from the collapsed area. PC's can venture 5' into the rubble with no repercussions. But, if a character moves within 5' of the collapsed area, there is a Desert Rat that is in his hole, up above the character. The Rat will then feel threatened and attack. After its first attack, though, the rat will try to run back to its hole and disappear. It will also do this if damaged and survives the attack.

    No encounter happens, though, if the PCs do not get within 5' of the collapsed area to threaten the thing.

    Except....when a PC is in the corridor alone. These Desert Rats are aggressive. They're as big as medium sized dogs (think about 70-80 lbs). They're about 3' long, not counting the tail. These are big, mean sonofaguns. So, if a PC remains in the area alone, the rat will try to come get him.

  2. - Top - End - #122
    Orc in the Playground
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    Mar 2014

    Default Re: [CONAN] GM's Closet for the Conan RPG

    -- ARMOR OFF THE DEAD --


    Sometimes, your players will want to strip the dead in order to upgrade or replace armor. Most mail and leather armors will automatically fit. Read the armor descriptions to make a determination.

    What the GM needs to consider, though, is the condition of the armor. A killing blow will often damage armor. I suggest using a slightly tweaked version of the rule on page 179 of the 2E Core Rulebook. Roll 1d5 -1 (for a result of 0-4) and reduce the DR value for the armor by this amount to account for the killing blow. If you don't like fiddling with 1d5, you can use 1d6 -2. That gives a chance (20% on the d5 and 33% on the d6) the armor is not damaged at all.

    But...another thing a GM should consider is that armor from the dead is rarely clean. People crap themselves when they die (sometimes). They may throw up or spit up blood. Certainly, if the soldier died from a cut, the armor is most likely soaked (caked) in old blood. If we're talking leather armor, this is a nightmare. If we're talking mail, then it's easier to clean, but you still have to clean it. And, even armor like a breastplate has leather straps and ties.

    If a character wears dirtied armor, then consider the smell. And, maybe even consider the disease rules should the character be damaged in combat (an open wound exposed to 3-Day old dried blood!).

  3. - Top - End - #123
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    Default Re: [CONAN] GM's Closet for the Conan RPG

    -- SUNLESS CITADEL CONVERSION --

    Area 13. Empty




    I'm going to skip Areas 7-12 for now. I'll come back to them later. Those areas are closed off from the rest of the dungeon, and I want them to hold the key to the answer of this place--what it was. Something that will make sense to the players.

    And as for the Area 13s, as there are several of them, I'm going to go with what the module says. They are featureless rooms, with nothing but rocks and debris--good places to hold up and rest.

  4. - Top - End - #124
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    Default Re: [CONAN] GM's Closet for the Conan RPG

    -- The Hyborian Age and the Real World --



    This map shows an overlay of the Hyborian Age and modern day Europe, Africa, and Asia. It will give you some real world sense of how big the Hyborian Age is.

    CLICK HERE.

  5. - Top - End - #125
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    Mar 2014

    Default Re: [CONAN] GM's Closet for the Conan RPG

    -- May Your Mombay Be Bright --



    In my campaign, I have made up a people called the Jaren. Over the ages, Shem and Argos have warred. The border has moved. At some time in history, Shem held more of the Argossean territory than it does today. In addition, Argos is quite cosmopolitan, especially in the coastal regions and certainly in the large cities. People of all over the world are quite common due to the vigorous trade offered in Argos.

    Most of Argos is fertile and very green, with several forested areas. Towards the border with Shem is an area that is very dry and quite like a rocky desert (although it is not believed to have been that way in the days of antiquity). This area is called the Shar, and several areas in and around the Shar have a distinct Shemitish flavor, such as the Shaipur Ravine, the Shaipur Forest (which is actually north of the Shar), and the Shaipur Outpost.

    A gypsy like people, called the Jaren, are native to this region. They are of mixed blood, part Argossean and part Shemite. They tend to be poor. Some are nomadic in the sense that they travel together in caravans from town to town, like gypsies, never staying in any one place too long. These are the more civilized counterparts to their brethren who live in the hills between Shem and Argos--mostly raiders and bandits who harass the border towns, passes, and the more secluded reaches of the Shar. Life as a Jaren is usually hard, and it is not unusual to find flocks of orphan Jaren begging in the streets of the towns in the Shar.

    The Jaren can be spotted immediately because of their high foreheads. One Jaren that has become known throughout the land (and at one time equaled the power of the king, himself) is the warlord Khalar Zym. He ruled an empire inside a kingdom and gathered peoples from far off lands, as well as hordes of Jaren, before his death a few years ago.

    Spoiler
    Show






    Mombay

    "Mombay" is a Jaren word referring to a person's outlook--his personality when it comes to the choices he makes. Although a Jaren would describe it like this:

    Mombay? Why, it is the color of a man's soul!
    A Jaren hillman who has his men sack a town, rape the women, and take the children as slaves to be sold at market can be said to have "dark mombay." A parting expression among friends is usually something like, "May your mombay be bright," which means, "May luck shine down on you." Or, "May your decisions lead you to prosperity."

  6. - Top - End - #126
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    Default Re: [CONAN] GM's Closet for the Conan RPG

    -- SHOOTING AT A TARGET IN MELEE --



    Look up-thread a bit, and you will find a different idea for a rule to cover the chance that a character other than your target is attacked when using a missile weapon to attack a foe engaged in melee. I think this rule is easier to use, though, and it is inspired by a similar type of attack described under the Bull Rush maneuver (see page 204 of the 2E Core Rulebook).

    The Rule: There is a flat 25% chance that a target other than the one intended is attacked when using a missile or thrown weapon at a target engaged in melee.

    Process: Whenever a target engaged in melee is targeted, simply roll a d4 (or percentage dice), and if 25% is indicated, randomly target a different character engaged in melee.



    For example, Pike is using a hunting bow to launch an arrow at the Pict fighting his friend, Murray. The GM rolls 1d4. On a roll of 1, Pike must make his attack against his comrade Murray. On a result of 2-4, Pike attacked is aimed at the Pict as the player originally intended.

    If there are multiple combatants, simply random roll the target or use logic for the most likely target in line of sight.

    If the attacker has the Precise Shot Feat, then ignore this rule.

    Also ignore the rule if combatants are at ten feet or more apart, as with Reach weapons.
    Last edited by Water Bob; 2015-04-28 at 01:31 AM.

  7. - Top - End - #127
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    Default Re: [CONAN] GM's Closet for the Conan RPG

    -- FATE: The Will of the Gods --



    A new use for Fate Points. When a Fate Point is spent, The Will of the Gods is called upon and the character is imbued with the strength and willpower to go the distance, take the punishment that life can give out, and persevere against damage that normally might kill him.

    Mechanically, the character is granted temporary hit points equal to: Hit Die + Constitution Bonus.

    If the character has the Toughness Feat, then the character also gains an additional +1 hit point.

    The points are considered Temporary Hit Points, subject to the rule on page 192 of the 2E Core Rulebook.

    The character can spend the Fate point to invoke The Will of the Gods as a preventative measure, if desired, adding the temporary hit points to his current total, even going above his normal maximum HP total.

    The effect will last through the combat situation. As the combat comes to a close, the character's adrenaline and sharp combat awareness drops back to normal, and the temporary hit points gained are lost.

    The character can also use The Will of the Gods to save his life, spending the Fate point after taking damage that drops him to 0 or negative hit points. The Fate point can only be spent on the character's turn, so if a character suffers damage that knocks him to, say, -3 HP, the character does indeed go down, knocked prone. When the character's turn next comes up (usually, but not always, immediately after taking the damage) in initiative order, the Fate point can be spent and the point applied. Note that this will not always keep the character from dying. For example, if a character is damaged to -6 HP, and The Will of the Gods is invoked, the character rolls his Hit Die, adds his CON modifier (and another +1 if he has the Toughness Feat), getting a total of 4. This means that the character is still dying at -2 HP. If the fates are really with the character, the player will roll high enough to return the character to 1 HP or higher.

    Multi-classed characters can use their largest Hit Die when rolling for The Will of the Gods.

    Characters who take damage so that their hit point total reach the negatives and then are returned to 1 HP or greater begin the combat round prone (and possibly with previous weapons dropped). Consider that the character got the wind knocked out of him.

    The Will of the Gods can be combined with other temporary hit points, such as that gained from the Barbarian's Crimson Mist ability or the Fighting Madness Feat.





    Alternative: Should you think the rule a tad liberal, consider allowing the use of The Will of the Gods only when a character has 1 HP or greater. This way, a player must try to anticipate needing the temporary hit points, and the use of the Fate Point will not save the character who has been downed, dying in the negative hit point range.


    2nd Alternative: Since we are dealing with Fate points, a scarce character resource that is meant to represent luck, fortuitous circumstance, and the gods smiling down on the character, consider using the rule as outlined originally but allow the character to spend the Fate point as soon as damage is incurred. This immediate use of a Fate Point is not unlike the detail of the Parry or Dodge use described on page 75 of the 2E Core Rulebook. In this instance, using the Fate point as damage is taken will result as if the character had the hit points before damage was taken. Which means: if the character remains at 1 HP or greater, he does not go down and start the round prone. The damage is taken. The Fate Point is spent. Temporary Hit Points are rolled and then applied to the character, and the combat round goes on.

    I use this 2nd alternative in my game. I enjoy Fate points being powerful, but I'm also very stingy in awarding them in a game. My players earn their Fate points. I don't give them away cheaply.
    Last edited by Water Bob; 2015-04-28 at 06:19 PM.

  8. - Top - End - #128
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    Default Re: [CONAN] GM's Closet for the Conan RPG

    -- STARTING HIT POINTS --


    The Conan RPG is a dangerous, gritty game, and as with any rpg based on the d20 system, it can be quite hazardous for 1st level characters. This variant rule is for the gamblers among your players.

    The rules for starting hit points, as written in the 2E Core Rulebook, are that a character gains maximum points for that first hit die, plus or minus the character's Constitution modifier, and plus 1 point if the character begins the game with the Toughness feat.

    What ends up happening, using the core rules, is that every character of the same class with the same CON score has the same number of hit points. There's no accounting for individuality.

    This method of determining starting hit points is risky, but if a player is lucky, he could end up with a lot of hit points at 1st level. The risk is that the character could end up with fewer hit points than he would have if the core rule was used. I would never force this method on a player, but I would offer to him as a choice. The player can be safe and take the good, solid number of hit points that is provided in the Core Rulebook. Or, he can use this method, randomly rolling the dice, hoping to score more than the Core rules allow.



    Variant Rule: Starting Hit Points

    2 HD + CON Mod + Toughness

    The players rolls 2 HD and adds them together. Then, he adds in the CON modifier (and another +1 if the character has the Toughness Feat). Thus, a 1st level Thief (d8 HD) with a CON 15 (+2 modifier) would have starting hit points equal to: 2d8 + 2. This character doesn't have the Toughness Feat, so his range of starting hit points will be 4-18.

    The Pros of this system is that a character will average 1 point higher than the Core system. For example, 2d8 averages 9 points, which is 1 point higher than the 8 points a character would normally get . And, there is a chance that a character's starting hit points will be much higher than what is allowed for in the Core rules. This example character could start with 18 hit points instead of 10. That's almost double.

    The Con is, of course, that there is also a chance that the character will start with lower HP than what is called for in the Core rules. If the character rolls two ones, then the example character starts with only 4 HP, which is 6 HP less than he would have with the Core rule.

    Now, rolling is slightly in the character's favor for a few reasons. First, rolling two dice skews the probability of the result to the middle of the distribution. It's most likely, rolling 2d8, that 9 will result. And, it's more likely that 8 will result than it is 7, and so on. (And, 9 is more likely than 10. 10 is more likely than 11, and so on.) The most likely result will always be 1 point higher than what the character gets in the Core rules.

    Also, by rolling, a character has more to gain than lose. If the example character rolls the lowest roll, then he is only 6 hit points shy of what he would have had using the Core rules. If he rolls average on the two dice throw, then he will have 1 point more than he would have had than with the Core rules. And, if he rolls the maximum on both dice (just as unlikely as rolling ones on both dice), the example character will end up with almost twice the number of hit points he gets using the Core system. He gets 18 against the 10 he gets with Core.



    So...you may want to offer this method to your players. Don't force them to use this method, but allow the gamblers the chance at a lot more starting hit points at the risk of ending up with fewer than the Core Rulebook mandates.







    FATE?

    Technically, Fate points should not be spent on a character's hit points, whether we're talking about starting hit points or those gained when the character levels. But, this game is about heroes. One thing a GM could do is devise a new use for Fate Points to where the player can use them when a character levels. It would be version of the Reroll rule listed on page 75 of the Core Rulebook (although that rule is specific in that it is used for attack rolls, skill checks, and saving throws only).

    Using this new use for Fate Points, a player could re-roll any starting hit point die or any hit die the character receives when he levels. If you use such a rule in your game, I suggest that you keep with the spirit of the Reroll rule in that a player can reroll but he is bound by the new result, even if it is lower than what was originally rolled.





    ANOTHER VARIANT

    Another variant rule that you can use is to allow the player to roll for hit points as I have discussed at the top of this post, but allow the player to re-roll any die that is lower than, or equal to, the character's CON modifier.

    For example, using our same example character of a 1st level Thief with CON 15 (+2 modifier), the player would roll 2d8 +2 for starting hit points. But, he could re-roll, once, any die that resulted in a 1 or a 2. If a character has CON 18, then he re-rolls any result that is 4 or less.

    Now, the character is bound by the re-roll, if the re-roll is made. So, yes, there is a chance that the character will end up with a lower number of hit points than he had on the first roll. For example, a 1st level Thief with CON 18 throws starting hit points. On his 2d8 throw, he gets 1 and 4. Since both are below 4, the player can re-throw either or both of the dice, but the player is bound by the new throw. Obviously, he would re-throw the 1 die, but re-rolling the 4 die is risky. Still, that choice is up to the player.

    This isn't a bad way to go. It rewards high CON characters. The Conan game is deadly. Most weapons do more damage then their D&D counterparts, and any single attack that does 20 or more points of damage forces the character to save or die (due to the Massive Damage rule). Add to this the lack of magical healing in a Conan game, and the argument for greater starting hit points gets stronger.

    Remember, too, starting the game with more hit points--even double--can be a great help to a 1st level character, but soon, as the character levels, those extra hit points will not mean much. In no way does using this Variant rules (or any of these optional starting hit point rules) unbalance the game. Using these rule likely will only help keep favored characters alive at the lower levels.

    And, if a GM uses this rule in his game, he may consider also using it for key NPCs.

    Note that this Variant is most likely to give the character higher hit points than that of the Core rule, and this rule will ensure that not all 1st level characters of like class and same CON score will have exactly the same number of hit points. Individuality is thrown back into the mix without a great threat that the character will end up with less points than had he gone with Core.

    This second Variant is what I'm using in my game. I give my players a choice. They can use this Variant rule, or they can use the Core rule.







    EXAMPLE USING 2ND VARIANT.

    This example uses the 2nd variant. The example character is one I listed up-thread, the 1st level Argossean Thief, Yuri of Raeze (also known as Yuri The Knife).

    As a 1st level Thief, the Core rules give him 8 hit points (d8 Hit Die), and he adds his modifier of +1 for his CON 13. Thus, by the Core rules, Yuri starts the game with 9 HP, as I listed earlier in the thread with the rest of Yuri's stats.

    But, let's say that the player wants to gamble using the second Variant above.

    The player rolls 2d8, getting 7, 1 (I rolled real dice to get that...and I'm pleased, because the 1 popped up). Now, the player can re-roll any die that is equal to or less than his CON modifier. This character has nothing to lose if the 1 thrown again. But, the character is bound by whatever is thrown on the second time. I throw the die again and get: another 7.

    This means that Yuri's starting hit points are 7 + 7 + 1. That's the 2 HD + CON modifier. Yuri ends up with 15 points (instead of 9 as per Core rules).

    Will that extra hit points unbalance the game? I don't think so. It will sure go a long ways to keeping Yuri healthy. And, those 6 extra points will mean nothing, practically, as the character levels up, reaching the mid and higher levels.

    And, this is why I endorse this system.

  9. - Top - End - #129
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    Default Re: [CONAN] GM's Closet for the Conan RPG

    -- VARIANT HIT POINT EXAMPLES with 10 Characters --


    Using the second Variant above, I am going to roll real dice and show you the difference in hit points for the various characters that I have listed in this thread.



    I. Morghun Clanson, 3rd level Barbarian, CON 8 (-1), 17 HP.

    We know that Morghun's 1st level HP was 10 (-1 CON mod cancelled by Toughness Feat), so he rolled an extra 7 HP for levels 2 and 3.

    Using the Variant Rule in my game, we would roll: 2d10 -1 +1.

    I get: 9, 8. I can't re-roll either die (not that I'd want to) because the character doesn't have a bonus mod for his CON score. So, under the Variant, Morghun would start the game with 17 HP (instead of 10), and gaining those 7 HP for levels 2 and 3, he would have 24 HP at 3rd level.

    Of course, I got lucky and rolled well for him, too.





    II. Yuri of Raeze, 1st level Thief, CON 13 (+1), 9 HP.

    See the example above. I re-roll the 1. Yuri ends up with 15 HP (instead of 9 HP).





    III. Renzo, 1st level Thief, CON 10 (+0), 4 HP.

    On this character, since he was meant to be an NPC, I rolled his one Hit Die instead of giving him max. Had he got max, as a PC would, by the Core rule, then he would have 8 HP.

    Using my variant, I roll 2d8 to get his HP. I can't re-roll anything because of his CON score.

    I get: 2, 1. LOL! That shows the risk of rolling, especially if the character doesn't have a CON 13+. This variant system really favors high Constitution. A player using this character would probably opt for the Core rule, but if he hadn't, the character could end up with only 3 HP, as I have shown here.





    IV. Kremm, 1st level Commoner, CON 15 (+2), 4 HP.

    Again, I rolled for Kremm's HP, one die, because he was an NPC. I reserved the Core rule for player characters.

    But, using the Variant rule, I would roll: 2d4 + 2. And, I can re-roll 1's and 2's.

    I roll and get: 3, 4. Which means I can't re-roll anything. And, Kremm's starting hit points become: 9 HP.





    V. Typical Raeze Townsfolk, 1st level Commoner, CON 12 (+1), 3 HP.

    I roll 2d4 +1, but I can re-roll 1's.

    What I get: 1, 4. I'll re-roll the 1. That's a no brainer. I get a 3. Hit Points under this Variant system become 8 HP.

    Now, since this is to represent a typical townsperson, I probably would not use the Variant rule. I'd probably go with the average 3 or 4 HP as I did originally.





    VI. Mablo Riconti, 3rd level Commoner/1st level Scholar, CON 11, 10 HP.

    We know that Mablo had 2 or 3 hit points, on average, as a 1st level Commoner. Let's say he had 3 HP. That means he gained 7 HP from his other two levels as a Commoner and the one (d6 HD) as a 1st level Scholar.

    Under the Variant, it might go like this: 2d4 + 7. No re-rolls.

    I get 3, 3. So, Mablo has 13 HP.





    VII. Verrick, 2nd level Soldier/2nd level Borderer, CON 12 (+1), 26 HP.

    Back-dating a 4th or higher character with the Variant starting hit point rule can be tricky because you don't know where the +1 point to the character attributes went (that he received at 4th level). If this went to CON, then that could really change things.

    But, just to provide an example, we'll say that he didn't place the new stat point into CON. If he didn't, then his 1st level points as a Soldier were 11 HP. Then, the character received another 16 points over the other Soldier level and the two levels as Borderer (also d10 HD).

    His Variant hit points would be: 2d10 + 16. I can re-roll any 1's.

    I get: 7, 7. No re-throws allowed. His hit points would be: 14 + 16 = 30 HP.





    VIII. Rossi, 2nd level Borderer, CON 11, 11 HP.

    So, this dude started with max HP at first level, due to the Core rule, then rolled a 1 for his 2nd level hit points.

    Under the Variant system, assuming I also roll a 1 for the HP at 2nd level, his HP are: 2d10 + 1. I cannot re-roll dice.

    I get: 7, 10. So, in this case, it worked out. The character increases to 18 HP (17 HP at 1st level). But, as I noted above, the Variant system is more risky when the CON score is 12 or lower (because the player cannot re-roll low throws).





    IX. Nunzio, 2nd level Soldier, CON 12 (+1), 13 HP.

    So, this character would have 11 HP at 1st level, then must have rolled a 1 for 2nd level (plus CON mod), for a total of 13 HP.

    Under the Variant system, I roll 2d10 +3 to figure his new points. I can re-roll 1's.

    I roll: 4, 9. Can't re-roll anything. So, hit points are: 4 + 9 + 3 = 16 HP.





    X. Arno Rizz, 1st level Thief, CON 16 (+3), 11 HP.

    I rolled up this character as a "spare" PC that I can whip out quick in a game if a new player shows up or a PC gets killed and needs something to play before we can roll him up another character.

    The Variant system would be: 2d8 +3, and I can re-roll any die that is 3 or less.

    I roll: 3, 1. Hmm. I'm definitely going to re-roll that 1. So here goes...I get a: 3. And, I'm stuck with the re-roll. So, I keep that 3.

    My decision to re-roll the first 3 I rolled is a hard one. Right now, I've got less HP than if I had gone with Core. If I stop here, Arno will have 9 HP. I think I'll test my luck and see what I get by re-rolling that first die. I get: 7.

    So, my total is: 3 + 7 + 3. I end up picking up a few points with 13 HP.

    But, it was hairy there. I could have easily ended up with less than what Core provides--even with a high CON score. That's the risk you take. It's likely that your score will be higher, but not guaranteed.

  10. - Top - End - #130
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    Default Re: [CONAN] GM's Closet for the Conan RPG

    -- Wine in Shem --



    I'm reading a Conan novel by Leonard Carpenter called CONAN THE OUTCAST. It is set in a couple of city states in Shem, and some specific types of wine is mentioned.

    So, for roleplaying game flavor, there is....

    Zamboulan date wine, obviously from the free city of Zamboula, in the Great Desert, setting for Robert E. Howard's story, Shadows in Zamboula (also titled The Man-Eaters of Zamboula).

    Turanian arrak, which is a wine-type drink made from fermented goat milk, obviously popular among the peoples and tribesmen of Turan (a setting for many Conan tales in comics and prose).

    Samaran narcinthe, an aromatic wine from the Shemitish city of Samara, setting for Andrew Offutt's tale, Conan The Sword of Skelos.

  11. - Top - End - #131
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    Default Re: [CONAN] GM's Closet for the Conan RPG

    -- LIVING SKILL POINTS --



    One of the more fiddly bits of the d20 game system is the concept of skill points. I like what skill points accomplish--that of allowing characters to specialize in certain skills--but the bookkeeping aspect of skill points can be tedious at times. It's no wonder that skill points were dropped in D&D 5E.

    Still, skill points represent an excellent way for a player to customize his character.

    What I do in my game is try to take the tediousness out of the skill point system. At first level or when a character increases in level, I allow the player to spend as many skill points as he wishes. He can spend all of them, as per the normal rules, if he wishes.

    But, in my game, a player can also not spend some of the points. I jot down how many and keep that in my GM's notebook. Anytime, during the game, when the character wants to boost a skill roll, he can take any amount of points out of his character's pool (subject to the game's limit, of course) and spend those on the skill immediately before rolling.

    For example, let's say that the 1st level Argossean Thief, Yuri The Knife, has spent all of his skill points except for 10. I keep that information in my GM's notebook. After a few game sessions, there is a point in the adventure where Yuri comes across some foreign writing chiseled in stone on the wall of a cave. A Decipher Script check is needed to read the writing. Up until this point, Yuri has only put 1 skill point into Decipher Script (and the player only did that because it is a Trained Only skill). So, by the rules, this 1st level character can have as many as 3 more skill points placed in the skill (for a total of 4 ranks).

    It's a class skill for the Thief, so he doesn't have to double up on his points. The player decides that this is where he wants to put his points, so he does. Then, the check in the game is made.

    Once a player decides to spend points, the points are permanent. No changing allowed. This makes for an organic way of spending skill points--spending them where the character actually makes skill checks instead of having predict where the character will need the skill in the future.

    The player can spend the points in his pool at any time he wants, between game sessions is fine. For example, during a game sessions, a player's scholar character spends a game day in a fine library, and so, it makes sense to the player that the subject being studied--Knowledge (Geography)--be increased. Fine. Do it.

    Or, maybe a PC meets a NPC, and the NPC is master of an intriguing skill. It's OK for the player to say, "I've been following around Shevatas, the master thief, for some time now. I think I should increase my Move Silently and Hide skills."

    Basically, you are taking the pressure off of the player to have to spend all the skill points as soon as a character levels. Let the player play the character a while and see what challenges lie ahead--then let the player spend the points as he sees fit within the context of the game.

    This sure saves time if you introduce a new PC character in the middle of a game, too.

    The only real rule here is: All of a character's skill points must be spent before he levels again. You cannot carry over a balance of skill points from one level to another. In my experience, the skill points are spent long before the character levels, even when we're speaking about a 1st level character.

    One other thing to remember: In the Conan RPG, any skill points gained because of high INT score (13+) can be spent on any skill as if it were a class skill (thus, cross-class skills do not cost double when using these points). So, with regard to characters with High INT scores, the GM must keep two skill pools for such characters. One pool for the INT derived points, and another pool for the rest.

  12. - Top - End - #132
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    -- LITERACY --



    This is a neat, optional rule. It's something that can add flavor to a campaign. It's not meant to be an annoyance. It's just another tool a GM can use for the atmosphere and enjoyment of his game.

    The Core Rulebook has Commoners start the game illiterate. To become literate, a Commoner must spend two skill points. All PCs are considered literate, but NPCs from some classes are probably not literate (like many races that use the Barbarian class).

    This is a simple rule that I lifted out of the new RPG Primeval Thule.



    Literacy.

    Every character, PC or not, begins the game illiterate. During character generation, after INT is finalized, the character can make an INT check to determine if the character is literate. The check is up to the GM. If the character is a Pict Barbarian, then the check might be DC 15. If the character is a Scholar, then the check should be automatic, at DC 0 or DC 1. But, a Cimmerian Scholar may be who serves as the Clan Oracle may certainly be illiterate. Thus, the check for that character may be DC 15.

    The idea is for the GM to decide how likely it is a character is literate, then set the DC accordingly. An Aquilonian rural farmer (1st level Borderer) may have a DC 15 to be literate. But, an Aquilonian Soldier may have a DC 10.

    You can probably pick from three different checks (DC 5, DC 10, and DC 15) to cover just about any type of literacy check. Likely is DC 5. Possible is DC 10. And, Not Likely is DC 15. But, the GM can easily pick whatever number he thinks appropriate. For example, maybe Cimmerian Barbarians that live near the border or Aquilonia have a DC 13 to be literate. But, those Cimmerians that live in central Cimmeria have a DC 15. And, those Cimmerians that live near the borders with the Aesir and Vanir have a DC 17.

    If a Player Character is not literate, then he can re-roll every time the character gains a level. The GM can change the DC to reflect the character's experiences and traveling companions.



    Reading and Writing Languages.

    If a GM wants to get even more detailed, then have the character check for each language that the speaks. It may be likely that a Cimmerian can read the runic language of the Aesir (DC 12, let's say), but not as likely that the same character can read and write the Aquilonian tongue (DC 17 on that one).

    The GM should pick a DC appropriate to the character, based on his life experience and background. Different character, who are alike in many ways, can easily have different Literacy DCs based on either's personal experiences, geographical locations, etc.



    Example.

    Yuri The Knife is a character in my game. He is an Argossean, having grown up near the sea and the border with Shem. Through his pre-game character background, though, created by the player, we know that Yuri hasn't spent all of his life in and around his hometown. He spent two years as an Archer, serving King Milo, as a Guardian. The Guardians are a type of Border Patrol that protects the many borders of Argos. Yuri spent those two years chasing Shemite bandits in the hills between the two kingdoms. And, after Yuri has put in his mandatory time for his kingdom, he went to sea. He signed on as an archer on a merchantman, part of the ship's defenses. Three years he spent on the waves, and he has become a good deckhand.

    When our game begins, Yuri has just returned home.

    The game is pretty liberal at awarding languages. Yuri has an INT 15, with a +2 modifier. So, as GM, I could establish these checks to see which languages where Yuri is literate.

    DC 5: Argossean - It's his native language. We'll make this one easy.

    DC 10: Aquilonian - Aquilonia is a presence to its neighbors, and I'm sure does a lot of trade with Argos.

    DC 15: Kothic - Koth shares a border with Argos, but it is all mountains.

    DC 13: Opherian - Ophir shares a border with Argos, and it is also all mountains. But, Ophir does a lot of trade with Argos.

    DC 8: Shemetish - Lots of Shemites where Yuri was brought up.

    DC 13: Stygian - It's on the other side of Shem. I started with DC 15, but I lowered it 2 points to account for the time Yuri was at sea and could have had dealings with Stygians (maybe in Stygian ports).

    DC 8: Zingaran - Likely knows this language. Started with DC 10 and lowered it to DC 8 because it was so likely. Then raised it again to DC 10 because the Zingaran border is opposite where Yuri grew up. Then, lowered it again to DC 8 to account for Yuri's time at sea.




    Rule of Thumb.

    I start with the three base DC numbers: DC 5 is Likely, DC 10 is Possible, DC 15 is Unlikely. Then, I think about geographical distance and probability of contact with the language speakers. And, I think about if the character has any background experience that would make the check easier. This will move the check up or down by 2 points. That's how I created the checks above. You can see my thinking with the notes beside each language check.

    I think it would be appropriate, too, to use either a straight INT check for these rolls, or allow the character to use his Decipher Script skills, if the character starts the game with any ranks in that skill.

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    Default Re: [CONAN] GM's Closet for the Conan RPG

    -- SURVIVAL and FOOD & WATER --



    This is a neat little rule I pulled out of Adventurer Essentials: Iron Rations, which is actually a pretty good short supplement with some nifty ideas and descriptions. DriveThru will run it for free sometimes, and even when it's not, we're talking about hardly anything to buy this pdf.

    The rule I like for the Conan RPG is directed towards the Survival skill. The point is made that the skill covers all types of terrain, and it's the same throw for a character to eat off the land in desert as it is frozen tundra or thick tropical forests.

    Check out this table.


    Terrain Order

    1. Desert
    2. Plains
    3. Hills
    4. Mountains
    5. Forest
    6. Marsh
    7. Aquatic
    Allow a character to roll Survival checks in his home terrain at no penalty. When he tries to make a Survival check outside of his home terrain, we'll use the chart above to create a penalty. This addresses the issue of a Barbarian from Cimmerian attempting to find food and water in the deserts of Stygia.

    To use the chart, simple find how many spaces apart the check terrain and the home terrain are, then multiply by two to get the modifier. Thus, a Cimmerian's home terrain is Mountains, and that's three spaces away from the Desert terrain on the chart. Therefore, whenever the Cimmerian attempts Survival checks in Cimmeria or other like Mountainous regions, he does so with no penalty. But, if he's in the deserts of Stygia, he'll use a -6 modifier on the check.

    Simple rule. I like it a lot.

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    Default Re: [CONAN] GM's Closet for the Conan RPG

    -- FOOD & DRINK --


    Ever since I DMed the first Dragonlance adventure, where I learned of Otik's spiced potatoes, I've tried to use that tool in all my games. Instead of being generic, I try to describe to the players exactly what type of food is available at the tavern that they've just entered. It adds to atmosphere and immersion. I try to pick food appropriate to the region and people. It's about roleplaying, right?

    For example, in Argos, if and when the players send their characters into a local inn, I'm going to describe the fish that is being pan-fried, whole, set on a bed of spiced shredded lettuce and topped with chopped almonds and diced tomatoes. This is served with a decent local vintage wine, cool well water, or spiced tomato juice. It sounds good. It's a bit exotic (I haven't seen that dish before in real life--I just made it up based on what I know grows around the Inn...and Argossean eat a lot of fish). And, it will be part of what makes the encounter in the inn memorable.

    Here is a basic list of foods that the GM can use as a starting point when describing what is on the menu.

    - Eggs, butter, milk, cheese (from cow or goat)
    - Bread, porridge (from wheat, rye, barley, oats)
    - Turnips, potatoes, beans, cabbage, asparagus, beets, carrots, radishes, cucumber, pickles (several items can be pickled).

    - Apples, berries, grapes, raisins, and other fruits
    - Nuts (hazelnuts, walnuts, almonds, peanuts, etc).
    - Roast meat (cow, pig, sheep, deer)

    - Poultry (chicken, duck, goose, turkey)
    - Fish, eel, crab (saltwater or fresh)
    - Ale, wine, mead, beer, water, juice, coffee, tea

    - Spices like cinnamon, nutmeg, ginger, cloves, salt, sugar, etc.






    TRAIL RATIONS

    The core rule book's description suggests a few items, and page 220 discusses Thirst and Starvation. Most trail rats last about two weeks. Usually, these items are wrapped in cloth.

    Humans need 1 lb. of food per day.

    Humans need 1 gal. of water per day (2 or 3 gal. in hot climates)
    Typical trail food items: Hard, dry cheese. Jerky (dried beef, pork, or fowl, usually, though horse meat isn't uncommon in some locales). Dried fruit or vegetables. Nuts. Biscuits, bread, and hard cakes.

    Hardtack - This is an extremely dry, hard-cooked biscuit made from flour, water, and salt. This is baked so hard that it will keep for months if it is kept dry. And, since it is so hard, it must be soaked in water or wine in order to eat it. It is a bland food--a bare necessity. People often pour bacon fat over it in order to make it more palatable.

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    Default Re: [CONAN] GM's Closet for the Conan RPG

    -- DAMN GOOD FOOD! --


    It is said that an army travels on its stomach. Somebody has probably said the same about a band of adventurers.

    When the party camps out in the wilderness, one person can be selected to cook. Roll a Profession - Cook check. If successful, those who eat the food gain a +1 morale bonus to any attack roll, saving throw, or skill check for the day. If the roll is 5 points higher than needed, then the bonus jumps to +2.

    Randomly roll the DC in secret. Roll d20 +5 to determine the difficulty for the check, for a result of 6-25.

    This can be used in combination with food gathered by using the Survival skill, but not all food gathered that way is appropriate for a good meal. It's one thing if a character is eating rabbit stew than it is raw roots freshly dug out of the ground. Therefore, consider that, if the Survival throw is even, the cooking check can be made with the food gathered. If the Survival throw is odd, then the cooking throw cannot be made.

    Under some conditions, the GM may rule that the cooking rule cannot be used (usually when there isn't much to eat, as in the depths of the great deserts or during the hard northern winters). Of course, if you use the Survival Check Terrain Modifiers that I posted above and apply the same modifier to the secret cooking DC roll (as a positive penalty, to make the DC higher), then that may be sufficient to make success on the cooking throw impossible.

    For example, Raan makes a Survival check of 16, which means he can feed himself plus 3 other people for the day. Since the check is an even number, then the cooking rule can apply. If the cooking check is successful, then Raan and the three other people gain a +1 or +2 morale bonus for the day.

    This is a good way to spend PC funds. Spices are expensive. Plus, a cook will need to carry at least a minimum amount of cooking gear. In the novel, Conan The Outcast, Conan is found cooking river eels in a soup, using is helmet. Look to the Barbaric Treasures book for a list of foods and spices. Some of these things can be quite expensive, depending on how rare the supply in the area where the PC is attempting to make a purchase.

    I find it easiest to buy spices in units equal to the amount needed by a single man for one day.

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    -- LODGING --



    I'm pretty stingy with the money I put in the game for the PC to find. Conan always seemed to be broke in the stories, and the game has the High Living rule (which I enforce with rules like the one in this post). Remember, the prices in the rulebooks are rock-bottom starting points. The GM should always feel free to increase (and even greatly increase) the price of a service or item. Just look to the clothing rule in the Core book. The prices listed are for Commoners. Merchants pay 5 to 20 times more for their higher quality, more elaborate clothing items. Nobles pay 50 times the base price for their items. And, royalty has garments worth 100 times the base price.

    You don't have to go that high, but if you think the area and circumstances dictate, then raise the heck out of the price of an item or service.

    Player - Ten silvers? To sleep on the floor of the tap room? That's pretty damn pricey!

    GM - A caravan is in town. The inn keeper can get it. That's the price today. It's 15 silver if you want a place by the fire. You want a space or not? They're going quick.
    If you like, you can take the idea given above for the Morale Bonus to give players a tangible benefit for spending their characters' coin on more expensive lodging or food.

    For example, if Poor quality food is purchased, there is no benefit other than a full stomach. Common quality allows for an automatic +1 Morale Bonus on the next day. Good quality allows for a +2 Morale Bonus.

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    -- REPUTATION --



    People often ask me the differences in the Atlantean edition of the rules and the Second Edition. I usually point them to two main areas: The rule change in Second Edition that makes a Grapple Check easier (it's just one check instead of the standard d20 3.5 two checks to touch and then grapple), and the greater emphasis that Second Edition has on low level game play (besides the examples of Humans in the Beastiary, Second Edition includes a short section that defines what a "level" means).

    Now, I've found a section of the rules that was actually truncated in the Second Edition--the rules for Reputation. The Atlantean Edition includes a large chart of Repuation Modifiers that is missing from Second Edition, but AE also includes a different table (than is in 2E) to show the effects of Travel and Distance on Reputation.

    Also, AE goes into some detail defining the Nature of Reputation where as Second Edition condenses this into a single paragraph and largely leaves the definition up to the GM.

    Some will see the 2E version as a more rules-lite and easier-to-use version of the same rules. Others will want the detail missing in 2E that is included in AE.

    I'm just reporting the differences here.

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    -- PICT TRIBES OF THE BARACHA ISLES --



    Interesting work developing Pict tribes for a Conan sandbox game. CLICK HERE.

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    -- HYPERBOREA --


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    -- SHEM --



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    -- The Hyborian Age --



    This is the old Marvel Comics map of the Hyborian Age. I include it here because it is more detailed than most maps and covers the entire known world.



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    -- The Hyborian Age Campaign Setting --



    This is a damn nice fan made Campaign Setting for use with ANY RPG as there are no rules contained within the setting material. To take a look, click on the title of this post.

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    -- MEADOW SHEMITE --



    A foreigner common to The Shar (the southwestern part of Argos that shares a border with Shem) are collectively called Medow Shemites. These are the people from the cities states of Shem just across the border.

    They aren't referred to as "Meadow Shemites", unless you are talking about them as a whole. They will be referred to by the city or tribe from which they hail.

    This Meadow Shemite obviously comes from one of the grand city states in Shem. He is no tribal hill bandit. And, with that breastplate, and colored clothing, he's obviously a man of some wealth. Look at the gem in the pommel of his sword! The design features on his weapons and armor do not come cheap.

    Note the soft leather boots with the pointed toes. The pointed toe design is extremely popular in Argos right now. All the wealthy merchants and nobles dress with shoes or boots with points like that.

    Heck, the way this Shemite is dressed, he might be a prince! Or, just an adventurer who hit it big.

    Typically, when evaluating a person, the more colorful their clothing, the more wealthy they are, the higher their status. Commoners wear various shades of brown and pale green, since these dyes are simply derived from oak bark or weld. Brighter, more varied colors are more expensive, ranging from 5-100 times the base cost listed in the equipment list.

    For example, a basic kafieh (the man's head cloth) will cost about 1/2 a silver piece. That's for a rough spun, bone white kafieh that hasn't been dyed. This man's kafieh is of a rich dyed color with gold embroidery. That one costs somewhere in the neighborhood of 10 silver, and it's 50 silvers if that is real gold thread being used.

    Ten silver makes a gold piece, so this Meadow Shemite could have spent 5 gold on just the sheet he uses to cover his head!

    The dude is really showing off his wealth with the different colored dyes he uses. That teal he has over his legs will cost quite a number of coins.

    I have no doubt, either, that his weapons are of the highest quality, with higher than standard stats (masterwork).

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    -- QUILTED JERKIN --



    This is an excellent pic of a Quilted Jerkin. This guy must have put all of his coin into his greatsword with the fancy wavy blade. Greatswords are known primarily as Hyborian weapons (the damn things do 2-18 damage, which is 1d10 + 1d8, Critical on 19-20 for x2 dam, and have Armor Piercing 4).

    For most races, the greatsword is an Exotic Weapon, but for Hyborians, it is a Martial Weapon. It is the only two-handed weapon that Hyborian Thieves learn to use (unless a special feat is taken), though the weapon is too big and unwieldy for the tastes of most Thieves. Occasionally, you will see a Hyborian Pirate swing this bloody weapon on the deck during a boarding action.

    Note the mercenary in this pic has a buckler tied to his belt and a smaller, one handed weapon behind his right hip. He can drop the greatsword and use the buckler to get a +2 Parry AC bonus and fight with what looks to be (from the size of the hilt) an arming sword (1d10 Damage, Critical on 19-20 for x2 dam, Armor Piercing 2).

    His torso may look like it is protected by leather, but if you look closely, you'll see that it's definitely cloth--cloth that is more dense that that used for the arms.

    A quilted jerkin is hand-sewn from twenty or more layers of linen, making for a light armor that fits well. Notice how snugly the armor fits the mercenary. The quilted jerkin leaves the man completely unencumbered and offers protection of Damage Reduction 3, with Max DEX bonus of +7 and no Armor Check penalty. This is a favored armor of Thieves and Pirates.



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    -- PELISHTIM MERCENARY --


    Wearing a steel cap (+1 DR) and brigandine coat (steel plates sandwiched between layers of cloth and leather, Damage Reduction 6, Max DEX bonus +2, Armor Check Penalty -5). He carries a curved blade popular among the Shemites (1d10 Damage, Critical on 19-20 for x2 dam, Armor Piercing 2).

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    -- THE HYBORIAN AGE --



    I'm a sucker for a good map.

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    -- THE HYBORIAN AGE --



    This one is pretty incredible, too.

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    -- RAEZE --



    The city of Raeze, on the Argossean coast, near the border with Shem. This pic below, if you can imagine it not as ancient, weathered, and worn, is very similar to the design of the city.

    The structure in the foreground is how most of Raeze is built. Raeze is in the middle of a desert area. Lumber has to be imported. Stone can be mined in the nearby hills. With Raeze, there are these grid-like structures making for most of the city. It makes a framework that people use for housing and other structures. Much of Raeze are these little plots with cloth stretched across the roof and sides. People enter through a flap. It's like a tent with a stone framework. The framework exists. When you get a space, you can fill in the walls however you can afford.

    Not all of the framework is stone. There are some wooden frames. The more expensive way to go is to put up wood walls and ceiling within the framework. The floor can remain dirt or stone, or a flooring of wood can be added. Some places within the framework are quite elaborate, with wood or stone staircases to upper levels. There are a couple higher structures in Raeze, but rarely do buildings (the framework) go above two levels. Most of the city is spread out in a single story.

    Thieves are known to climb up the sides of the framework and drop down on businesses from above. The citizens of Raeze call he roof structure the "Thieves Highway".

    Here, in the pic, we see stone walkways. But not all of it is stone. There are sandy dirt paths between structures, down the narrow allies and the like.

    Imagine this place in better shape (not an ancient ruin), and imagine cloth or wood closing up the holes between the columns. Then imagine all sort of people walking about--native Argosseans, hook-nosed Shemites, primarily--and you'll have a good idea of what the city looks like.

    The outer structures of the city are filled in, making a sort of city wall. But,the wall connects directly to structures--it's not a wall, then path, then structure. The wall is like the side of the buildings, except it is filled in without the holes that you see.

    Just inside the main city gate is a large, open area that serves as a bazaar. Some of the more established merchants have building stalls for their businesses, but many come to open bazaar to trade their goods. Beware of pick pockets that play their trade here!

    If you enter the city gate and move to the left, you will travel through the bazaar and right into the Caravan Gate. Raeze sees a lot of trade as it is the last major city on a trade route connecting Argos and Shem, though the route has seen decreased traffic in the last eighteen months as bandit activity has picked up considerably.



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    -- ARMOR DAMAGE --

    The Core game already considers damage to armor. See page 179 of the 2E rulebook. The game addresses armor damage whenever Massive Damage is caused on the character (that is, the character suffers 20+ points of damage from a single blow). So, the same blow that may kill the character (you would check that first, of course, with the character's Fortitude Save per the Massive Damage rules) will degrade the armor from 1-4 points, per the rule.

    That rule is fine for most. And, it reminds you to degrade the armor every time 20+ points of damage is delivered.

    I've written this optional rule for those of you who think that armor should be able to degrade without a chance to kill the character. This rule will represent normal wear and tear on the armor, and it will encourage characters to use their repair skills and spend their coin on both repair necessities and new armor. During downtime, it will become common to make an armor repair check and soak up some of the character's resources (the armor repair expendables).

    The rule works just like the official rule, except that the damage needed to trigger Armor Damage is lowered, and the armor damage will only be 1 point instead of 1d4.

    Select either 10 or 15 points of damage, depending on how often you want this to be an issue.



    I think the 15 point threshold works well (10 points may be too often). So, if 15+ hit points are delivered to a character, then automatically drop the armor's DR rating by 1 point. If 20+ damage is delivered, drop the armor DR rating by 1d4 points if the character survives the Massive Damage blow.

    You would not use this rule, of course, unless if the attacker is successful with a Finesse Attack.



    Another tweak to this idea is to consider the shield, if the character carries one. Deliver 10+ damage for 1 point of Armor Damage if the defender is not using a shield. Otherwise, deliver 1 point of Armor Damage when 15+ points are placed on the foe.



    The original rule listed on page 179 should probably be appended to include the times when a character's hit points is less than 20. So, the rule should probably be triggered by a 20+ point blow or by the character being knocked to 0 or less hit points.

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    -- SHIELD DAMAGE / WEAPON DAMAGE --

    Shields take damage in two ways under the Core 2E rules. The first is through a successful Sunder attack against the character's shield. The second occurs under the optional rule on page 174 (the Weapon Breakage Rule). When the character is using his Parry AC, and his foe's attack exactly equals the character's Parry AC, then, using the page 174 rule, a sunder attack is considered to be delivered equal to the amount of the damage. I always check the character's shield first (if he has one) before I check the weapon.

    As an optional rule, why not allow a character's shield or weapon keep soak up some of the damage inflicted by a hit that does 20+ points of damage? This will sure keep a player's character alive longer in this gritty, dangerous game.

    The rule would work like this:


    1. Foe delivers 20+ points of damage to the character.

    2. The character must be using his Parry AC. If using his Dodge AC, then use the Massive Damage rule and the Armor Damage rule as written in the Core rulebook.

    3. If the attack throw is odd, then the character's Shield or Weapon will absorb some of the damage from the blow. If the attack throw is even, then use the Massive Damage rule and the Armor Damage rule normally.

    4. If the character has a shield, and it was used to parry (it wasn't be used in a shield bash, and the character was using his Parry AC), then consider the shield first. If the character doesn't have a shield, consider that the character was defending using his weapon.

    5. Consider that the total amount of damage was delivered to the shield or the weapon as a successful sunder attempt. Any left over damage is laid on the PC.



    Example.

    A Vanir warrior swings his double bladed axe at the character, hitting, doing 28 points of damage. The character is defending himself using his Parry AC, and he uses a targe.

    As a successful sunder, the 28 points of damage are delivered to the target (which has Hardness 6 and 6 HP. Smash!, the shield caves in twain, but 6 points from the shield are removed from the damage. So, the character suffers 22 points of damage. That's still enough to trigger Massive Damage check.

    The character makes the check, so the character does not die. But, he still takes the remaining 22 points of damage.

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