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[Iron Heroes] Magic oddities.
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<blockquote data-quote="swrushing" data-source="post: 2486568" data-attributes="member: 14140"><p>Interesting discussion.</p><p></p><p>I have been eyeing Ih as the source for my next campaign, along with BCCS and others, and had onyl done preliminary scans of the system so these points are well recieved.</p><p></p><p>My initial thoughts, coming off a 2 year midnight game, lean differently. </p><p></p><p>I don't see "evoker is weaker than the other shcools of mage" as necessarily a problem rather than a bit of setting nature. Certainly in midnight there are road blocks set to put the evokers down a notch or so and thats worked fine. our mage hasn't done by any means the best he could but the play has shown just fine the value of mages who are "blasting challenged."</p><p></p><p>So, my initial instincts were "don't change it and either let the players know "this is not an evoker balanced campaign" or "disallow evokers altogether and let the other schools carry the magic burden." I am leaning towards the latter since it will even further differentiate the campaign from the more usual fantasy realm.</p><p></p><p>Now, i get that the autor isn't as happy as he could be with the magic system, which is a far cry I think from the "its broken" notions, but does the magic system work fine EXCEPT for evoking? I can easily see a game where evoking isn't possible being fun and different so if the rest works OK, even still keeping the mages a little below par is fine imo, then i think i can quite possibly avoid any significant magic system overhaul to bring that one element up to parity.</p><p></p><p>So, does it work fine EXCEPT for evokers being weak?</p><p></p><p>Edit for clarity: if it matters for answering the question, consider character levels of 5-15. Thats where 90% of my games "playtime" occurs so i don't mind if "2nd level mages are fragged" or what starts happening at 19+ levels.</p></blockquote><p></p>
[QUOTE="swrushing, post: 2486568, member: 14140"] Interesting discussion. I have been eyeing Ih as the source for my next campaign, along with BCCS and others, and had onyl done preliminary scans of the system so these points are well recieved. My initial thoughts, coming off a 2 year midnight game, lean differently. I don't see "evoker is weaker than the other shcools of mage" as necessarily a problem rather than a bit of setting nature. Certainly in midnight there are road blocks set to put the evokers down a notch or so and thats worked fine. our mage hasn't done by any means the best he could but the play has shown just fine the value of mages who are "blasting challenged." So, my initial instincts were "don't change it and either let the players know "this is not an evoker balanced campaign" or "disallow evokers altogether and let the other schools carry the magic burden." I am leaning towards the latter since it will even further differentiate the campaign from the more usual fantasy realm. Now, i get that the autor isn't as happy as he could be with the magic system, which is a far cry I think from the "its broken" notions, but does the magic system work fine EXCEPT for evoking? I can easily see a game where evoking isn't possible being fun and different so if the rest works OK, even still keeping the mages a little below par is fine imo, then i think i can quite possibly avoid any significant magic system overhaul to bring that one element up to parity. So, does it work fine EXCEPT for evokers being weak? Edit for clarity: if it matters for answering the question, consider character levels of 5-15. Thats where 90% of my games "playtime" occurs so i don't mind if "2nd level mages are fragged" or what starts happening at 19+ levels. [/QUOTE]
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