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Anyone picked up True Sorcery?
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<blockquote data-quote="JohnSnow" data-source="post: 2877549" data-attributes="member: 32164"><p><img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p>Now that WOULD explain a few things...</p><p></p><p>I should caveat with a couple statements. Fire-and-Forget Vancian magic is the elephant in the living room in my enjoyment of D&D. I've NEVER liked it. Yes, it's a sacred cow...but I've said before, D&D magic lets you play one type of fantasy well - D&D fantasy. Since I got into D&D to do Sword & Sorcery, High Fantasy, etc., that's never sat well with me. Secondly, the 3e reliance on magic items to achieve game balance...well...I hated it. The problem is that I always thought the fighter types were the cool ones in the fantasy stories. Almost EVERY D&D game designer (from Gygax to Cook) is not shy that the "best" character to play is the wizard (or if you must, the Cleric - a Wizard with armor). If you don't want to play a primary spellcaster, they're not designing the game for you.</p><p></p><p>With <em>Iron Heroes</em>, Mike Mearls actually TRIED to design a game to let non-spellcasters have the fun. And, for the most part, he succeeded. IH works great. Tokens work great. But the system doesn't work with D&D magic. It NEEDS a magic system, because it's fantasy, but it needs a magic system that supplements the combat/skill classes, rather than overshadowing them. That's a TALL order. One that needs a designer with the skill to make the powerful wizard types...and the desire to restrain themselves so that the class doesn't overwhelm it's neighbors.</p><p></p><p>Not counting the magic system, I think <em>Iron Heores</em> is VERY well done. Not everyone's cup of tea...but VERY well done. Magic should just have been removed from the final product and done RIGHT. I mean...I suppose NO magic system is another Elephant in the Living Room for a "fantasy" roleplaying game...but considering what Mearls goals were, he nailed 90% of them.</p><p></p><p>Just my opinion. But as far as magic goes, I agree. This is another system that's <em>Iron Heroes</em>-compatible, and yet still flawed. I dunno. Maybe what we want just can't be done. Our group efforts on the IH boards haven't produced a good, properly balanced system EITHER.</p><p></p><p>The BCCS system is SO close. So was Elements of Magic - Mythic Earth. So is True Sorcery. They're spitting around the perfect magic system for <em>Iron Heroes</em>. But they still haven't hit it.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 2877549, member: 32164"] :lol: Now that WOULD explain a few things... I should caveat with a couple statements. Fire-and-Forget Vancian magic is the elephant in the living room in my enjoyment of D&D. I've NEVER liked it. Yes, it's a sacred cow...but I've said before, D&D magic lets you play one type of fantasy well - D&D fantasy. Since I got into D&D to do Sword & Sorcery, High Fantasy, etc., that's never sat well with me. Secondly, the 3e reliance on magic items to achieve game balance...well...I hated it. The problem is that I always thought the fighter types were the cool ones in the fantasy stories. Almost EVERY D&D game designer (from Gygax to Cook) is not shy that the "best" character to play is the wizard (or if you must, the Cleric - a Wizard with armor). If you don't want to play a primary spellcaster, they're not designing the game for you. With [i]Iron Heroes[/i], Mike Mearls actually TRIED to design a game to let non-spellcasters have the fun. And, for the most part, he succeeded. IH works great. Tokens work great. But the system doesn't work with D&D magic. It NEEDS a magic system, because it's fantasy, but it needs a magic system that supplements the combat/skill classes, rather than overshadowing them. That's a TALL order. One that needs a designer with the skill to make the powerful wizard types...and the desire to restrain themselves so that the class doesn't overwhelm it's neighbors. Not counting the magic system, I think [i]Iron Heores[/i] is VERY well done. Not everyone's cup of tea...but VERY well done. Magic should just have been removed from the final product and done RIGHT. I mean...I suppose NO magic system is another Elephant in the Living Room for a "fantasy" roleplaying game...but considering what Mearls goals were, he nailed 90% of them. Just my opinion. But as far as magic goes, I agree. This is another system that's [i]Iron Heroes[/i]-compatible, and yet still flawed. I dunno. Maybe what we want just can't be done. Our group efforts on the IH boards haven't produced a good, properly balanced system EITHER. The BCCS system is SO close. So was Elements of Magic - Mythic Earth. So is True Sorcery. They're spitting around the perfect magic system for [i]Iron Heroes[/i]. But they still haven't hit it. [/QUOTE]
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