cooneydad
 member, 296 posts
Mon 16 Jul 2018
at 19:09
2d20+Forgotten Realms playtesting
Hello, everyone!

I am the happy owner of the Conan RPG and like what I see. However, what I wish I really could have a 2d20 SRD or Core rules to apply to other settings besides Star Trek, Mutant Chronicles, Hyboria and Mars.

To that end, I would like to take a stab at home-brewing the Conan rules to run stories in one of the core D&D worlds--say the Faerun (Forgotten Realms), circa 1372 DR, or the Flanaess (Greyhawk) circa 590 CY.

Is anybody interested in playing?

This message was last edited by the user at 12:58, Wed 18 July.

GhostShipBlue
 member, 108 posts
 Punk rock joy!
 Molotovs in stemware.
Mon 16 Jul 2018
at 19:31
2d20+Forgotten Realms playtesting
In reply to cooneydad (msg # 1):

I'd be interested, but I have a ton on my plate already - what's the plan for spell casting? As a Kickstarter backer, I've been around the Conan 2d20 discussion since pretty early and magic has been something that has garnered a lot of complaints. The complaints ren't necessarily justified in Conan, in D&D I think it might be more problematic.
cooneydad
 member, 297 posts
Mon 16 Jul 2018
at 19:52
2d20+Forgotten Realms playtesting
No plan yet. That's why I need help :-)

Seriously, I am open to ideas. I haven't exactly mastered the Conan magic system, so if necessary I might just replace it with something, but that's the kind of thing I'd want to work out.

This message was last edited by the user at 21:32, Mon 16 July.

cooneydad
 member, 298 posts
Wed 18 Jul 2018
at 12:59
2d20+Forgotten Realms playtesting

This message was deleted by a moderator, as it was a bump, at 13:05, Wed 18 July.

Rincewind
 member, 5 posts
Sat 21 Jul 2018
at 10:46
2d20+Forgotten Realms playtesting
I have Conan 2d20, though I haven't had a chance to play or run it yet. Would love to try the system for some High Fantasy.
GhostShipBlue
 member, 112 posts
 Punk rock joy!
 Molotovs in stemware.
Sat 21 Jul 2018
at 13:29
2d20+Forgotten Realms playtesting
I had a couple of thoughts about spell casting.

One, and this may be the one I prefer, but it's the far greater workload. Do it more like Ars Magica - simply define Duration, Range and Effect (as challenge dice) and add one degree of difficulty for each level of each. Every level of Sorcery skill reduces difficulty by one. There's some problem at lower levels of Sorcery skill- every spell will have a minimum difficulty 3, which means at a skill level of 1, the player is going to have to roll two successes. It's rough but I think it fits the nature of High Magic well.

The other thought was to port over the D&D spell book (5e?) and use the spell level as the difficulty. The hassle here is converting spells. It's rough too and, I think, way less cool.