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Modiphius > Robert E. Howards CONAN roleplaying game
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Too many things require Doom spends - How do you deal?

posted May 09, 2018 14:02:38 by JohnBellando
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Having run 3-4 Conan games, I'm finding that in general I run out of Doom pretty fast. Since many of the players have sacrificed a permanent point of Fortune, I start each game with 8 Doom. Reading through the book, Doom is required for pretty much anything a GM wants to do and now just 'over the top narrative changes'. How do other GM's deal with a dwindling supply of Doom?

I've noticed several reasons for this in our game of 4 players:
1) Several folks have Parry weapons/shields or Talents that let them use Reactions cheaper
2) Momentum comes easily for the characters (They usually have 2-3 Momentum per roll it seems) so there's little need to purchase with Doom
3) Activating special abilities, having NPC's interrupt in combat rounds, Reactions for NPC's all seem to eat through Doom quickly

I don't know how I would ever have enough Doom to create Hazards, etc. I would assume if a game calls for a trap or hazard, I wouldn't have to spend any Doom on it, it's just part of the adventure, but I don't get that sense from the rules as written.

John
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4 replies
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rrcautela007 said May 09, 2018 14:57:43
Yep. I too, run out pretty soon. I have to resort to exchanging Doom for complications.


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ChrisFougere said May 10, 2018 00:37:37
I also have the issue that my players are loathe to give up Doom because they feel like it means they're losing.

If it's a planned encounter or trap or whatever I don't spend Doom. Doom is for embellishment not substitution for encounter planning.
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Dislikes_Elves said May 12, 2018 21:59:34
Yeah, even though my players were not loath to give me doom, whenever things got tight I ran out of it pretty fast. Especially if you start trying to parry with your tougher NPCs doom get's rare very quickly. And I never used doom for planned encounters/traps/hazards. Especially in the adventure "Devils under green stars" it was strange that for the escape of the antagonist early in the adventure - which the plot relies on - the GM is prompted to spend doom generously.
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Aaron.C said May 13, 2018 02:16:24
I found throwing some situations that relied on skills that they weren’t that good at but they really didnt want to fail helped.
Persuade and social to get on the good side of a mercenary leader
Warfare and Command in a battle situation’
Athletics trying to overcome obstacles in a storm
Survival to avoid fatigue after exposure to difficult weather.

I used all three of these before the end of session combat and had nearl 30 doom to throw at the characters
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