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CRP27B001E

Conflict Roleplaying Rulebook (PFRPG)
****( ) (based on 2 reviews)

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Most RPGs involve groups of players pitted against a challenge orchestrated by a GM, but there are times when that guy on the other side of the game table… man, you just want to slap the overconfident grin off his stupid mug. If you want player vs player competition—if you’re looking to provide your players with a chess match that pits their wits against real-world prey—you want the Conflict Roleplaying Rulebook!

This system is fully compatible with the Pathfinder Roleplaying Game Core Rulebook.

    This RPG system is uniquely designed for competitive, team vs. team roleplaying which includes:
  • Passcards—Double-sided 8x11 templates to adjudicate player character’s hidden movements and actions.
  • Pre-generated characters and teams for immediate play with easy-to-modify stat blocks for each character.
  • The Battlepoint System—A simple calculation for ensuring game balance among characters and levels.
  • Match Types—Different objectives, challenges or scenarios that make each match surprisingly unique.
  • Map Elements—Magical devices that you place before the match to hinder opposing teams or enhance your own teammates.
  • Conflict Laws—Universal rules that dictate character environmental handicaps, player interactions and classes.
  • Team Feats—New Feats that grant bonus and special abilities to teammates when they compete together.
  • A list of enemy taunts and battlecries. Handy combat charts for easy reference and even a list of funny team names for your group.

For more information on how to play Conflict Roleplaying visit www.ConflictRPG.com

Product Availability
Print Edition:
    Usually ships from our warehouse in 2 to 6 business days.
PDF:
    Will be added to your downloads immediately upon purchase of PDF.

Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.


IMPCRP27B01


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Product Reviews (2)

Average product rating: ****( ) (based on 2 reviews)


****( )

The Rulebook for PvP in Pathfinder


The rule book is 122 pages long, 1 page front cover, 1 page editorial, 1 page dedication, 1 page ToC, 1 page SRD, 1 page back cover and a two page index, 1 page advertisement, 1 page thanks and acknowledgements, leaving 112 pages of content.

That being said, let’s dive in! Conflict kicks off by presenting us the central theme of Conflict – Respect for the opponent. After all, PvP should remain fun for everybody. The first 4 pages make a great introduction to the game and explain the concepts that are different from standard PFRPG games like battlepoints, mappoints, etc. The concepts are explained in greater detail later in their respective chapters, but it’s nice to have an overview including a short glossary in the beginning.
Chapter 2 details the point-buy system for character creation in Conflict called battlepoints. (4 pages)

After character creation, we get three pages on how to start a match and different match types (22 pages) – they include scenarios like Regicide, King of the Hill, Ambushes, etc. Each scenario comes with a short set of complications, alternatives etc. which make the matches more diverse.

Plus: Each match type gets its very own 1 page-illustration, which itself could be the banner of a unit of mercenaries, which brings me to a major plus of the book: It’s beautiful, the b/w-artwork is great and layout and formatting as well as the way in which the rules of the concepts are portrayed makes this file very easy to read and actually made me chuckle once in a while. Given the nature of a good-humored competitive game between players, this is a good thing.

After this plethora of tactical options, we are presented with even more options in the concept of map elements the competing teams may buy to influence the outcome of the battle. (16 pages) They range from healing statues to bursting pods, teleportation squares and the like. The individual elements have modifications (e.g. a healing statue that damages the opposing team instead of healing them) that may lead to bursts of Schadenfreude and interesting gambits.

7 pages are devoted to Conflict-laws, rules that the teams agree upon prior to starting a match. They range from “only classes xyz” to “no side-kicks” and even the possibilities to steal die roles or evoke a 60-second time-out to announce what a player will do with his/her character.

6 pages explain when or when not to use passcards to communicate the movements of the characters to the DM without warning the other team. A sample system for PC-moves with suggested abbreviations is also given.
The next chapter deals with team feats that make the individual players of a team work better together. (4 pages)

Chapter 10 deals with “Player’s Tips & Tactics” (7 pages) and offers both a chart of friendly taunts, advice on character optimization, what would be considered wise feat-choices etc.
The GM gets also a chapter (16 pages) on the particular challenges of being the neutral judge in a Conflict game, complete with condition summaries, a table on armor class and attack roll modifiers , common item hardness and hit points etc. – Neat!
For all the people who want to dive into the action, three teams of pregens are presented, each character also featuring a blank version of his/her sheet to modify. (19 pages)
Finally, we get a sheet and a page with a match type summary.

Conclusion:
I already mentioned that the books is beautiful and well- and concisely presented. However, there were some minor typos, which albeit they did not impair my ability to grasp the rules, did keep the book from getting an A in editing. Apart from that, I can honestly attest that this book makes you WANT to try out Conflict. The tactical options are manifold and can easily be expanded upon, the rules as presented are fun and the system fills a definite niche: Sometimes a player pivotal to your session doesn’t show up, so what do you do? Just whip out Conflict. I also think that this system should be a great way to throw parties, game at conventions etc. With Conflict being a completely different experience from standard role-playing, I have to admit I was quite skeptical at first, but that skepticism has somewhat evaporated. The matches I had were fun and while I as of yet cannot profess to have crunched the numbers or assured that the system is perfectly balanced, I can attest to the fact that really does count here: Conflict makes Pen & Paper/Miniature-driven PvP on basis of the PFRPG fun!

Thus, due to the minor editing glitches and the fact that the boxed set is superior to the solo rulebook, I’ll give this a 4-star rating – check it out if you ever wondered how a team you built would fare against one of your fellow players or whether you and your friends would take on another group of adventurers in a tactically-driven brawl.



****( )

Impressions


Concept: Good concept, Needs more crunch as far as interaction with Feats. Points for upper level games need to be reviewed again.

At low levels the points seem to work fine, at upper levels, it completely breaks down.

They added new feats, but didn't explain how feats like Leadership would work. I would say as a GM that Leadership should be restricted.

I have yet to play a game, but these are my impressions so far.

I hope in future expansions to see a campaign system.

I would actually give it 3.5 stars, but as I haven't played it yet, I'll bump it to 4.

My biggest problem is that while a 20th level character could have 880kgp in magic items, that would be 8800 pts, it costs 2400 to be 20th level, and 15 points for stats; the suggested point value for 20th level play is 2480. 65BP in gear is 6500gp. So, I would ONLY play a wizard or monk in 20th level play.


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2. Conflict Roleplaying Game: Area of Effect Templates
3. Conflict Roleplaying Rulebook (PFRPG)
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