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Iron Heroes...what's your opinion?
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<blockquote data-quote="Odhanan" data-source="post: 2576103" data-attributes="member: 12324"><p>To be frank? Nothing particularly. Just a couple of things that were clarified in the errata. But take a book written by Mike Mearls who's known for his rule tinkering, multiply this factor by a magic system that is loose enough to allow interpretations a la Call of Cthulhu, and you get lots of people thinking it's not precise enough and deserves a variant of their own. I think the magic system of IH is playable AND effective just as is.</p><p></p><p>Obviously, you will hear a majority of people disagreeing on this point. Two main critics I've heard:</p><p>- The magic system is unfinished (IMO - it is loose but not loose enough to be unplayable, and I appreciate stuff I can build on. Many people seem to think methods given in the book (methods are similar to spell lists for each school of magic) are the only ones existing. Far from it! You can add and add to the existing system, and I think that multiple methods for each school are what's missing, even if a few, like Necromancy, present multiple methods). </p><p>- The magic system is underpowered (IMO - only if you compare it to D&D, which would be a mistake. Playing an arcanist in IH can be greatly rewarding. If you play your mana smart enough, you can be outstanding in many types of situations - after all, Armor DR isn't applying for magic and energies! Add to this the fact that the arcanist gets the benefits of all IH characters (i.e. one feat per two levels), plus bonus feats, and you get potentially one hell of a character)</p><p></p><p>So to summarize, the magic system is just fine for me. </p><p></p><p>But now, you've got to separate my opinion from the fact I'm an Iron Liege. As such, I've got to help the fans of IH get what they want and how they want it. And many fans want variants of the Magic system. Why not? There's a spellcasting wiki available to visitors of the Iron League, by the way. The link is in the "Sorcery" section.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 2576103, member: 12324"] To be frank? Nothing particularly. Just a couple of things that were clarified in the errata. But take a book written by Mike Mearls who's known for his rule tinkering, multiply this factor by a magic system that is loose enough to allow interpretations a la Call of Cthulhu, and you get lots of people thinking it's not precise enough and deserves a variant of their own. I think the magic system of IH is playable AND effective just as is. Obviously, you will hear a majority of people disagreeing on this point. Two main critics I've heard: - The magic system is unfinished (IMO - it is loose but not loose enough to be unplayable, and I appreciate stuff I can build on. Many people seem to think methods given in the book (methods are similar to spell lists for each school of magic) are the only ones existing. Far from it! You can add and add to the existing system, and I think that multiple methods for each school are what's missing, even if a few, like Necromancy, present multiple methods). - The magic system is underpowered (IMO - only if you compare it to D&D, which would be a mistake. Playing an arcanist in IH can be greatly rewarding. If you play your mana smart enough, you can be outstanding in many types of situations - after all, Armor DR isn't applying for magic and energies! Add to this the fact that the arcanist gets the benefits of all IH characters (i.e. one feat per two levels), plus bonus feats, and you get potentially one hell of a character) So to summarize, the magic system is just fine for me. But now, you've got to separate my opinion from the fact I'm an Iron Liege. As such, I've got to help the fans of IH get what they want and how they want it. And many fans want variants of the Magic system. Why not? There's a spellcasting wiki available to visitors of the Iron League, by the way. The link is in the "Sorcery" section. [/QUOTE]
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