Ryan, thanks for the quick response. I wanted to get back to you as soon as possible. So, let's get to it:
RangerWickett said:
I just know a few things folks have talked about, namely that it's geared much more toward physical combat than to magic. Bear that in mind, since I'm just going to have to guess what's a decent power level for magic in that system.
I can help a little. The theory (theory, mind you) is that IH is about combat with magic being a secondary consideration. Essentially, characters in IH are supposed to be equivalently powerful to their D&D counterparts without needing any
magic items. Basically, the IH classes have special abilities so that they can take on CR-appropriate challenges without owning any magic gear ("It is not the sword, but the arm that wields it...") So magic shouldn't be as capable as it is in the core rules.
That said, the general consensus of most of us (the fans on the IH boards) is that the magic system in the book doesn't capture the magic flavor we want. I bought into IH so I could ditch magic items (most specifically the "christmas tree effect" so common in D&D) - not make it so that nobody wants to play a spellcaster. And a balance that would work for
d20 Modern sounds about right to me.
Iron Heroes author Mike Mearls wasn't totally satisfied with the system in the book. He suggested that one option for replacing the Arcanist was to just import the Magister from
Arcana Evolved, complete with his spells, so I imagine anything about comparable to a core rules caster is fine. That said, the Magister doesn't quite "do it" for me, so I ditched that idea.
RangerWickett said:
Do any classes in IH get 8 skill points per level? If so, that class, with a high Intelligence, ought to work as a full-spectrum wizard. Otherwise, . . . well, part of the balance of the rules is that your average character has to sacrifice his other abilities to gain magic.
Quick primer:
Iron Heroes uses a combination of more skill points all around and skill groups that reduce the cost of acquiring your "core" skills. So for example, for classes with the "Perception" skill group, one rank in Perception buys a rank each in Spot and Listen. There are no cross-class skills any more. The skill groups make it so that characters have an incentive to get their key skills but still have room for some variety.
The default Arcanist gets 8 skill points, and most arcanists would burn 4 to acquire the Academia, Mysticism, Social and Theatrics skill groups (the only ones they get). One with a 16 Int would have 7 other skills to pick from...Considering that, I guess it's fine, but part of the idea is to have characters who are useful without their magic (and can have some "out of character" skills). Although a dedicated caster could easily forego a skill group or two. I dunno, it's worth thinking about.
RangerWickett said:
If you started making it cheaper to gain access, people would probably jump at the chance of getting so much versatility so cheaply. Honestly, would you rather spend ranks in Diplomacy, or magical Charm? Jump, or magical Move?
A reasonable point, and my thought would be to leave them as separate skills for most classes (who probably wouldn't take the feats anyway), but potentially to allow the arcanist to take two of them as a "skill group" effectively cutting the cost in half.
RangerWickett said:
By the way, it was a design choice that low-level Attack spells suck compared to simple weapons. In D&D it's not such a big deal, but in D20 Modern, the damage threshold rule (if you take more than your Con in damage in one hit, you must save or pass out) make 5d6 attack spells much more dangerous than in D&D. At low-level, though, most characters will be better of carrying a gun than shooting Attack spells. In the playtest game, no one took Attack at low level, and only now that they're edging toward 7th level is the primary caster dumping spare skill points into it so he can actually dish out some damage.
It's a design choice I like, and one that will keep the focus on the fighting classes in
Iron Heroes. Spellcasters should be useful as defense, support, and utility, but less likely to make the other classes obsolete. As an aside, I like the notion of wizards carrying firearms for backup - very Harry Dresden.
RangerWickett said:
Perhaps. Again, I'm not familiar with the power level of IH, but in D&D, giving up a feat is hard if you're planning to be a combat character. In d20 Modern it's a bit easier, since you get so many. If IH gives even more feats, you might want to require a slightly higher cost. Perhaps require a feat to gain access to any magic at all, or perhaps require the 'Arcane Skills' feat as a prereq for tradition feats.
*nod*
IH is about the same power level as D&D. To make up for the lack of items, the classes get more feats (2 at first level, like all humans, plus one every even level.) Several of the classes grant bonus feats, but in only one case (the Man-at-arms) are those not so restricted as to be extremely costly. Very few classes could afford to take more than one or two tradition feats. Combat characters want to spend their feats on combat. A few men-at-arms might opt for a tradition feat, and they've got the skill points to make use of it, but they'd be sacrificing their non-magical flexibility. For Hunters, the sacrifice would make them less Hunter and more "D&D Ranger." So I'd guess the classes most likely to use magic are Arcanists, Men-at-Arms (IH's JoaT class), and maybe Executioners, Hunters & Thieves. Although those classes would become much more "ninja, ranger and bard" if they did that.
RangerWickett said:
To use a term from Magic: the Gathering parlance, Mythic Earth was 'aggressively costed' for d20 Modern, meaning that I was willing to risk it being a little more powerful than other, non-magical options. I felt this was balanced by the chance of spell failure, and the limited number of times you could easily use magic in a day compared to, say, shooting a gun or using Diplomacy.
Compared to D&D, the power level's a little lower, since I didn't want the system to overshadow the quite well-entrenched core magic.
For IH . . . I dunno. Do you want magic to overshadow the combat system?
No, I don't want the magic to overshadow the combat system. However, I agree with you that I think its greater power is largely balanced by the chance of spell failure and the limited number of times you could easily use magic. I might make it a little more draining by stealing the drain mechanic from Green Ronin's
Thieves' World or Sword & Sorcery's
Advanced Player's Guide - basically all spells deal subdual damage (either on a marginal failure or all the time). In this system, I'd divide the spell level by 2 and round up...so 1st and 2nd do 1 point, and so on.
That also provides an easy carrot to hand to those rolling a natural 20 - it does no drain. Just one idea.
RangerWickett said:
I'm highly intrigued. Also, as the rules are all Open Content, you can do what you wish with them, with my blessing. I'd need to know more about IH to know how powerful it is, and how best to rachet the power level up or down as needed. But hey, I've heard lots of great things about IH, so the association of Mythic Earth with it pleases me.
Well, I'm going to go ahead and do the legwork on adapting ME to
Iron Heroes for my own campaign. I was about to go to the effort of doing something similar to what you've already done (both for IH and for my
d20 Modern games). Personally, I'll freely admit to disliking the Core Rules magic system. However, if I can piggyback on your work so I don't have to start from scratch, I'm all for that. Any chance to pick your brain on rules mods would be appreciated though.
Let's see what I can come up with.