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D&D - Iron Heroes...between the poles
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<blockquote data-quote="Malachias Invictus" data-source="post: 2482266" data-attributes="member: 17166"><p>Thank you. I do not think the rest of your post addresses it, but rather a related issue. "Ability to effect change on the environment" as a measure of power is what my statement was referring to.</p><p></p><p></p><p></p><p>Some items add entirely new abilities as well (especially if you are looking at this from an individual character's perspective). Otherwise, agreed.</p><p></p><p></p><p></p><p>Agreed. That seemed to be the design goal.</p><p></p><p></p><p></p><p>I think that generally this would be true.</p><p></p><p></p><p></p><p>I think that differs by group and individual, but I think that even if this does not matter to some groups and players, it is a valid consideration.</p><p></p><p></p><p></p><p>If I were to try to include both in the same game, I would do the following:</p><p></p><p>1) Give all the characters from D&D the same hit point structure as Iron Heroes (D10 becomes D4+6), and give them reserve points.</p><p></p><p>2) Give all the characters from D&D 2-4 more skill points per level, and access to appropriate Skill Groups.</p><p></p><p>3) Eliminate cross-class skills.</p><p></p><p>4) Assign Feat Mastery levels to the D&D characters.</p><p></p><p>5) Assign Feat Mastery levels to many of the D&D feats that do not already have them.</p><p></p><p>6) Give all the characters from D&D access to the Sculpt Self feat. This feat allows you to emulate the ability of a magic item as a supernatural ability by paying 1/5 the slotless cost of the item. You do not need the actual item; that is merely the pricing structure. The abilities are supposed to be along a theme.</p><p></p><p>7) Create magic items that complement Iron Heroes characters, or alter the way existing D&D items work in order to make them compatible with both D&D and Iron Heroes characters.</p><p></p><p>8) Alter Cure and other Healing spells in a way that works well without screwing up Healing Lore. For example, allow such spells to heal as normal, but take the amount healed off the reserve total.</p><p></p><p>9) I would likely also eliminate the Barbarian and the Fighter in favor of the Berserker and the Man-at-Arms. I might also do the same thing with the Rogue and the Thief, although that might require a bit of tinkering.</p><p></p><p>I think that is it.</p></blockquote><p></p>
[QUOTE="Malachias Invictus, post: 2482266, member: 17166"] Thank you. I do not think the rest of your post addresses it, but rather a related issue. "Ability to effect change on the environment" as a measure of power is what my statement was referring to. Some items add entirely new abilities as well (especially if you are looking at this from an individual character's perspective). Otherwise, agreed. Agreed. That seemed to be the design goal. I think that generally this would be true. I think that differs by group and individual, but I think that even if this does not matter to some groups and players, it is a valid consideration. If I were to try to include both in the same game, I would do the following: 1) Give all the characters from D&D the same hit point structure as Iron Heroes (D10 becomes D4+6), and give them reserve points. 2) Give all the characters from D&D 2-4 more skill points per level, and access to appropriate Skill Groups. 3) Eliminate cross-class skills. 4) Assign Feat Mastery levels to the D&D characters. 5) Assign Feat Mastery levels to many of the D&D feats that do not already have them. 6) Give all the characters from D&D access to the Sculpt Self feat. This feat allows you to emulate the ability of a magic item as a supernatural ability by paying 1/5 the slotless cost of the item. You do not need the actual item; that is merely the pricing structure. The abilities are supposed to be along a theme. 7) Create magic items that complement Iron Heroes characters, or alter the way existing D&D items work in order to make them compatible with both D&D and Iron Heroes characters. 8) Alter Cure and other Healing spells in a way that works well without screwing up Healing Lore. For example, allow such spells to heal as normal, but take the amount healed off the reserve total. 9) I would likely also eliminate the Barbarian and the Fighter in favor of the Berserker and the Man-at-Arms. I might also do the same thing with the Rogue and the Thief, although that might require a bit of tinkering. I think that is it. [/QUOTE]
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