Thanks for that, it sure sounds like a blast! I especially like the dodge/parry stuff... makes it sound a lot more engaging than the normal to-hit vs. armor class thing in D&D.
Oh, it definitely is. The Combat is amazing, just as written. I use a House Rule that I call the GUSTUD Rule. When a foe rolls a natural 1 on his attack, I roll a 1D6.
1. Grapple
2. Unarmed Attack
3. Sunder (an attempt to break your foe's weapon)
4. Trip
5. Unarmed Attack
6. DisarmThe natural 1 indicates that the foe has opened himself up to this special type of Attack of Opportunity. But, this isn't a straight benefit for the attacker. Sometimes these attempts can turn on the attacker.
Results 2 and 5 are to simulate the head butts, knees, elbow shots, backhands, and punches that happen in melee.
The others are self-explanatory, but every one has a rule where, if the attacker is unsuccessful, the the defender (the character that originally rolled the 1) gets to try.
So, if the Pict rolls a natural 1, and the GM rolls a 4 on the GUSTUD chart, then the Pict has opened himself up to a trip by you during the melee.
You get to attempt the trip for free.
But, if you fail the trip, then the Pict, in turn, can attempt to turn the tables and trip you. In effect, if this happens, you went in to trip, but the Pict was too quick. You go to shove him across your planted leg, and he, instead, raises his knee and shoves it into your gut, knocking you down!
Of course, this is up to the GM, but the game is written for the Hyborian Age. In other words, the answer to your question is, "Yes."
There's no healing magic. I play entire adventures where no sorcery is used at all. In some parts of the world, sorcery must be hidden. People are scared of it.
Sorcery in this game is dark and evil. It is twisted nature. It's a totally different system than what you might be used to in D&D. Plus, the spells in the game are more like what you see in Conan stories. You won't see any Web spells or spells like Detection from Evil. Lots of the sorcery takes a lot of time to cast, but when it does, it is powerful. And, Sorcerers do things that seem like sorcery but really aren't. As with Tsotha-lanti's poison ring from The Scarlet Citadel. The sorcerer reached out and just touched Conan's arm. The suspicious who fear sorcery, that looks like an amazing spell. In reality, it is lotus juice poison that paralyzes Conan. A needle juts out from palm side of the ring, and the poison acts almost immediately.
Socerers can use all sorts of academical items to deceive.
Sorcery in this game all depends on the perception of it. That's a huge component. There may be two characters who cast spells by the game rules. One is a priest of Mitra. The other is a necromancer.
The priests spells could be seen as miracles granted by their god, the Mighty Mitra!
Where a necromancer spell might be seen by the hordes to be sinister, unnatural sorcery, where a crowd gathers and tars and feathers the sorcerer.
By the game rules, they did the same things. But, it is roleplayed differently.
And, when I say that sorcery is dark, I'm talking that there are rules for virgin sacrifices and such. Rituals. If done properly, it means bonuses to the sorcerer in casting spells.
For example, there may be a ritual dance required by the followers of Set. The dance must be performed in an exacting fashion, and at the right moment, as the cult followers look on, the dagger is used to plunge into the heart of a virgin sacrifice born on the equinox of an odd year.
The dance would be played out with a skill roll. If the roll meets the required difficulty, the dance was pleasing to Set, and when the dagger is plunged into the sacrifice, a bonus is given to the Sorcerer for a period of time--a bonus that allows him to throw spells that he normally cannot.
Forget everything you know about normal D&D magic. This is a whole different thing.
There is no Mage or Sorcerer class. Anybody who learns the Secrets of Skelos can become a Sorcerer. Class-wise, the Scholar class makes the best Sorcerers, because Scholars are learned folk who know a lot about a specific subject.
Remember Thulsa Doom from the 1982 Conan movie? You can easily create that character using the Mongoose rules. It is easy to multi-class. That character was a Soldier/Scholar. He was a warrior, but also knew about sorcery.
There are nine core classes in the Mongoose game.
There are the Finest: Noble, Soldier, and Scholars.
Nobles are the elite of society. They make good leaders and have a social component to them.
Soldier covers any type, from the king's men, to mercenary, to ruffian.
Scholars are learned people who know a lot about something. They make great experts. They're the best Sorcerers, but they also make good master smiths or merchantmen--anybody who knows a lot about a particular area. Historian. Priest. Whatever.
Then, there are the Fierest: Barbarians, Borderers, and Nomads.
Barbarians are Conan, of course! But, also Picts, or the savages from the Black Kingdoms, etc.
Borderers are akin to Rangers. They've got one foot in society and one foot in the wilderness. They live in border regions, like the Aquilonian border with the Pictish wilderness.
Nomads, you know what they are. Typically Hyrkanians or maybe Zuagir.
Lastly, there are the Fallen: Thief, Pirate, and Temptress.
Thief. Note that anyone who steals is a thief in this game, but taking this class brings in a lot of skills typically used by thieves.
Pirates. As in Barrachan Pirates.
Temptresses. A very interesting class that fits the Hyborian Age well. These are typically women who use their sexual charms to control men. They may dabble some in sorcery. They are manipulators. This class is perfect for the roleplayer who loves to chew up a world. Think of Conan stories--there are lots of Tempresses who abound.
It is very easy to multi-class in this game, and by doing so, you can use the nine core classes above to make just about any character you could want. A traditional Knight or Cavalier could be created using the Noble/Soldier combo. A hermit might be a Scholar/Barbarian. A druid type might be a Scholar/Borderer. A ship's navigator might be a Scholar/Pirate.
An Assassin might be a Soldier/Thief. A local savage scout might be a Barbarian/Borderer. A shaman might be a Barbarian/Scholar. An Explorer might be a Borderer/Pirate, or a Guide might be a Borderer/Scholar. An outlaw could be a Borderer/Thief. A Sea Captain might be a Noble/Pirate. A Privateer could be a Pirate/Soldier. A Smuggler might be a Pirate/Thief. A Shield Maiden might be a Temptress/Soldier. A Bounty Hunter might be a Thief/Borderer. A Crime Lord might be a Thief/Noble.
You get the idea. These can all be combined in many, many ways, and of course you can specialize your character by your picks in Feats and Skills. Two 1st level Thieves with the exact same attributes could be completely different characters by their Feat and skill choices.
There are three rulebooks. All of them are excellent books. I prefer the 2nd edition rules, though the Atlantean edition is a beautiful full color book (2E is B&W).
The first book also has a
Pocket Edition, which is just the rules, missing some fluff.
Any of the books are fine. The First edition will be the least expensive to find. Second edition is the most expensive.
I just did a search, and I found a 2E book on Amazon Marketplace, used, for $69.95. New 2E books are $154.49.
Use 1E books, on Amazon market place, are only $16.57. New ones at $65.00.
Atlantean Editions are hard to find. They say "Atlantean Edition" on the cover.
Check around on eBay and the usual spots. It depends on what you want and what you are willing to spend.