While I appreciate ThirdWizard's adamant defense of my points, I'd like to clarify what I was saying (since my first post was a quick throwaway, not a well-crafted explanation).
DonTadow said:
JohnSnow said:
And this thread reminds me of why I'm throwing over Core D&D to play Iron Heroes instead.
1 Characters have powers that they gain automatically as they level up - Check.
2 Characters no longer need to worry about upgrading their gear - Check.
3 Characters now have an incentive to spend money on things other than weapons - Check.
4 Character creation is easier - Check.
5 Character levelling involves less "accounting" - Check.
6 Characters adventure for reasons other than simply gaining fat loot - Check.
7 Characters no longer "smelly homeless people with magic weapons" - Check.
8 Magic items can actually be "special" - Check.
9 Eliminate cheesy "magic emporiums" - Check.
1. They don't. Then obviously WOTC has made a greavis mistake because my book is littered with class skills.
D&D's class system provides a baseline of character ability as you go up in level (skills improve, characters get more feats, etc.). On top of that, the system assumes the characters receive an escalating "pool of points" that the characters use to "buy" additional powers
over and above their class abilities. In D&D's case, the "buy" is quite literal (in-game as well as out) using the default GP wealth table in the DMG to provide the "points."
Iron Heroes leaves in place the class abilities and eliminates the "point buy" part of class balance in favor of more "class abilities."
DonTadow said:
2. Characters choose to upgrade their armor 9 times out of 10. Theres rarely a need to do. Now, in my game I require upkeep on armor. It just seems realistic that armor and weaponry no matter how magical will wear regardless.
I'm not talking about replacing gear that wears out. I'm referencing the need to upgrade a sword from +1 to +4 over the course of 18 levels. And your armor. And to swap your wand for a staff, and to pick up gloves of dexterity, a pearl of intellect, and so on, and so on.
"Realistic" is not a word that makes sense to me in regards to magic. For instance, in my conception of things magic swords don't lose their edge from regular use. That may not be realistic but it fits with my idea of how a "magical sword" behaves.
DonTadow said:
3. I think theres a big trend recently of letting books DM for people. Players have a host of things to spend money on besides weapons. Come to think of it, I cant think of the last time my players bought a weapon. I don't think they ever have. Items and upkeep take up a big portion of their cost. They also have to eat, clothe themselves and feed families.
If a character's power depends on his personal "Gear," he will invest a very small amount of his resources towards things that don't involve increasing his powers. I take it your players find all their weapons?
The initial poster was talking about doing away with handing out loot in exchange for a static "shopping trip." That implies (strongly) that the PCs are buying weapons and magic gear. Compared to the wealth level of a typical PC of Level 7+ (per the DMG), upkeep is meaninglessly small.
DonTadow said:
4. Character Creation is the same. I don't get this one. Unless you're using a pregen. OH I think I see where you're going. There's no magic so there's no complex magical character pregen. Well play afighter, isn't that all there is in Iron Heroes.
In D&D, I have to stat up a character, pick his feats, his stat boosting items, spend his gear, upgrade his equipment. It's not picking spells that takes time, it's getting the character's abilities in line with what they ought to be at his level.
A high-level
Iron Heroes character stats up almost as fast as a low-level one. Any extra time you spend is spent customizing the character to fit a concept, not making sure he's not a pushover because you didn't buy the right gear.
DonTadow said:
5. Another odd one. Lets see. Still got to increase base attack, still got the saves, still got the skills.. looks like the same leveling to me.
Again, you're ignoring the magic items. There's a huge difference between creating an 8th-level character and a 9th-level character that has nothing to do with his class abilities. This is less relevant for players (who only do it once in a while) than DMs who make several such characters all the time (or always use the same pre-gen ones).
DonTadow said:
6. AGain, i"m not going to let a book DM for me. My players don't adventure for loot. Heck they don't even adventure for good. They all ahve personal goals they adventure for. That's established inbackground creation and the dm taking an active part in understanding their players character concepts.
In Core D&D, your characters are adventuring for loot. If they don't get loot, they can't keep adventuring against challenges of their level. You can compensate for it, but it's a pain in the neck.
DonTadow said:
7. Characters now smelly homeless people without magic weapons? No I know what you're saying. But again that is book dm'n for people. I havn't played or dm'nd a group that didnt have a home base and eventually own property.
Firstly, joke. Based on the following:
HeapThaumaturgist said:
I've often said about D&D that in a real world you'd never want to associate with Player Characters ... as they're basically homeless people sleeping in the forest spending tens of thousands of dollars on weapons.
If PCs in Iron Heroes get money, they spend it on influence, wealth, ale & wenches, castles, businesses, or whatever. They do NOT spend it acquiring a "+9 Hackblade of Ogre-slaying."
DonTadow said:
8. Make magic special. This is a playerp refernece thing. I play a high magic campaign. But I do love (and am designing for my next campaign) a low magic campaign based on the grim campaign setting. You can still play high magic campaigns have special magic items. There iws no magic item above +2 limit in my campaign so when you find something else you best hold on to it. But you balance having so many magic items by having so many cursed items. YOu also input lots of COOL mundane items like the 100 mudane items and Another 100 mundane items (PLUG)
True. It is a preference thing. I've been playing D&D for almost 30 years. And my big objection to 3e is that I don't want to play "Go-go Gadget PC." I have a strong objection to "Christmas Tree PCs" who are decked out with dozens of stat boosting items. One magic item is fine. Even a few is fine - but I hate PCs with a dozen. We used to refer to games with that level of magic as "Monty Haul." So my personal preference is to play games where magic is special. Core D&D has to be re-written (and re-balanced) to make that work -
Iron Heroes doesn't.
Simply pulling the magic out of Core D&D does work, and any good DM can do it. I know - I have. But the problem is that doing that cuts down on player options and makes the game less fun for players.
Iron Heroes fixes that by giving the players more to do now that they're no longer managing their magical powers. So it gives with one hand as it takes away with the other. The side effect (IMO) is that combat is more interesting and more fun. And nobody's forced to play a class they don't want to because that's how the game was written *cough*Cleric*cough*.
DonTadow said:
9. Oh now this one just isnt fair. Whenever there is a market for something there has to be a store to buy it in. The easy way to make it not cheesy... eliminate he cheesy. 1. There are tons of cheap pdfs online (NO LONGER PLUGGING BECAUSE I DONT THINK ITS RIGHT TO PLUG ANOTHER WEBSITE WHEN THE WEBSITE YOU'RE ON IS IN IN THE SAME BUSINESS) that will help you improve your shop descriptions and make them as back room or as nice as you'd like them.
In the modern world, that's true. That's assuming of course, that there's a sizable enough market for the items and that someone is able to make them cheaply enough that they can be sold for a reasonable price. Pre-industrial revolution, tremendous numbers of things had to be special-ordered from craftsmen who had to be coerced or bribed to do the work. A great swordsmith would probably operate more like Hitori Hanso in
Kill Bill. He MIGHT make you one - if he liked you or was sufficiently motivated.
Even today, there are many things you can't buy at any store. Because there isn't a sufficiently large market to support it. At best, I can't imagine a fantasy setting supporting more than one "magic shop" in the whole world. Unless it's ridiculously high-magic. I don't like magic as "technology." It's not.
But like you said, it's a preference thing. I prefer my game system to support my preferences for magic being less ubiquitous.
Iron Heroes does. Core D&D doesn't.