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Iron Heroes...is it really different from core D&D?
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<blockquote data-quote="iwatt" data-source="post: 3102967" data-attributes="member: 11085"><p>NOw here is were I think the main disconenct comes from. Nothing is easier as a magic class than the sorceror. Nothing. The only complexity comes from spell choice at character creation and leveling up. But the fire and forget and limited spell selection makes for a very easy to play class. Arguably the Warlock spellcasting is even simpler, but it does have additional class features that complicate gameplay somewhat.</p><p></p><p>Compared to the RAW Arcanist, in which each school has it's own conventions, and must be built up modularly, I can't see any way you can asy that the Arcanist is easy/simple to use.</p><p></p><p>Now the argument for the capability of the Arcanist is something else. One of the biggest issues when discussing the Arcansit is the inherent imbalance in the magic schools. A conjurer is vastly different animal than the illusionist. I won't even bring up the evoker (which I think nerfing was a good idea for style reasons).</p><p></p><p>But you seem to be discounting the importance of the failure chances in the RAW arcanist. If you throw around safe spells, the effect of your magic for EL apropriate levels is negligible.</p><p></p><p></p><p></p><p>Ascribing things to others is not the right way to solve disagreements. And you'd be wrong as well, since VGH is probably one of the guys that posts most often back the Malhavoc forums, specifically the IH forums. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p></p><p>The problem with mixing IH and magic is very simple. IH is balanced with class abilities that replace the need for Magic items or buffing spells. This is reinforced by the extreme risks associated with spellcasting, and the fact that magic items have severe disadvantages. If you allow IH classes to use magic items without drawbacks, there is no way in the nine hell that you can balance them with regular D&D classes. </p><p></p><p><strong>Re: low magic and high magic.</strong></p><p></p><p>Talk about nebulous terms in D&D. :\ It's the same problem that rises when trying to define Munchkin, Powergamer, Core only, etc... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="iwatt, post: 3102967, member: 11085"] NOw here is were I think the main disconenct comes from. Nothing is easier as a magic class than the sorceror. Nothing. The only complexity comes from spell choice at character creation and leveling up. But the fire and forget and limited spell selection makes for a very easy to play class. Arguably the Warlock spellcasting is even simpler, but it does have additional class features that complicate gameplay somewhat. Compared to the RAW Arcanist, in which each school has it's own conventions, and must be built up modularly, I can't see any way you can asy that the Arcanist is easy/simple to use. Now the argument for the capability of the Arcanist is something else. One of the biggest issues when discussing the Arcansit is the inherent imbalance in the magic schools. A conjurer is vastly different animal than the illusionist. I won't even bring up the evoker (which I think nerfing was a good idea for style reasons). But you seem to be discounting the importance of the failure chances in the RAW arcanist. If you throw around safe spells, the effect of your magic for EL apropriate levels is negligible. Ascribing things to others is not the right way to solve disagreements. And you'd be wrong as well, since VGH is probably one of the guys that posts most often back the Malhavoc forums, specifically the IH forums. ;) The problem with mixing IH and magic is very simple. IH is balanced with class abilities that replace the need for Magic items or buffing spells. This is reinforced by the extreme risks associated with spellcasting, and the fact that magic items have severe disadvantages. If you allow IH classes to use magic items without drawbacks, there is no way in the nine hell that you can balance them with regular D&D classes. [B]Re: low magic and high magic.[/B] Talk about nebulous terms in D&D. :\ It's the same problem that rises when trying to define Munchkin, Powergamer, Core only, etc... :p [/QUOTE]
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