zaffudo said:
Now I don’t like the boring aspect of the first interpretation, and I really don’t like the potential unbalance in the second.
Which just means that we need to expand the
True Sorcery rules to take into account the difference between a humanoid skeleton and a giant/dragon/bugbear one.
How about a cost per HD? Doesn't really sound too unbalancing. Especially if you're not getting hosed on duration.
What? Don't look at me like that...
ValhallaGH said:
This is why all those commoners keep their torches handy and their pitch forks sharp.
"Go away or I'll eat your souls!"
"Kill the filthy mage!" Fifty commoners with pitchforks, torches, and starting the fight in melee range can kill any arcanist, even a level 20 one.
Man, I do love IH.
Me too Val, me too. Although I sometimes look at all the hate for campaigns like that and just shake my head...
We're such freaks. All of us.
*chuckle* I just realized. Combining
Iron Heroes with
True Sorcery, making the Grey Mouser is a cake walk. That's just cool.
zaffudo said:
I’m wondering, from an IH standpoint (and I post it here cus the thread there seems alittle dead) if it isn’t better to keep the duration. Under RAW IH you can’t create more than a skeleton or a zombie, and it can’t have more then 8 HD.
While I think those limitation are too harsh, even for IH, I’m alittle leery of Arcanists with permanent Wraiths & Shadows in an IH setting. With the fact that the spell no longer has a minute casting time and can be used in combat to immediately animate a fallen foe, what do you think about an IH house rule that keeps the duration?
First, the way to get that thread going again is to post in it.
I check it on a regular basis, but nobody ever raises anything for discussion over there. Maybe we just all feel that the whole Enworld community needs to hear the gospel of
Iron Heroes? Or maybe not... :\
Getting back to your question, I could see a situation where the default duration in IH was permanent. You could require specific circumstances or sacrifices to create permanent wraiths and shadows. To me, those fall into the "dark and scary" undead category. I've thought about making a lot of the
True Sorcery spells "Duration: Concentration." For instance, rather than making the character cast "Fly" to last for an hour, it should last as long as he can concentrate on it. That lowers the DC for doing it, but makes it harder to keep it up. Not exactly bad.
Of course, I've got a whole list of campaign-specific tweaks planned for this spell system. I'm looking at a setting that's kind of
Birthright-esque. Which I think will fit REALLY well with
Iron Heroes and
True Sorcery magic.
Basically, classic sword & sorcery stuff. Maybe I'll rewatch
The Sword & The Sorceror for inspiration.