Iron Lore ... can't wait ... Any playtesters here?

BlackMoria, IL is sounding better and better all the time.

BlackMoria said:
While IL adds much to the game as the stunts and combat opinions (there is far more than that ....but there is that NDA thing...), it is modular and you can use what you like.
Cool. I've heard that IL also heavily uses Token pools (to activate certain class abilities/some feats) and weapon styles (which sound quite cool). How are using Tokens in play? Are you really just caching them in as quickly as you get 'em or do you find players just horde them for use against BBEGs?

There will be a initial learning curve as IL characters have access to more options than a standard core D&D character but it is not overwhelming and after a play session or two, you don't notice any meaningful slow down in game play. And certain things, like AoO in particular have been simplified, which helps keep the game clipping along.
I don't mind so much if it does end up a little slower to resolve so long as it's fun.

Magic can be powerful but it is rare. And risky to use. The consequence of a failed spell or a spell interrupted provides the check and balance to high level play which tends to be dominated by magic in core D&D and AU/AE.
Do you find that the Arcanists are still fun to play despite the riskier magic? Can a "typical" party get along without one?

The environment is a big factor in IL. An IL tavern brawl has mugs or food being thrown, tables being flipped, chairs being kicked into people or being flung, things being used to swing from, bodies being hurled, ropes being used to clothesline people, people slipping on spilled drinks....basically, the type of stuff you would see in a Muskateers movie. IL has the rules structure to easily allow this sort of thing in normal game play.
I think this a great idea, especially in higher level play to keep combat interesting. If handled well, the big cinematic stunts and challenges could be just the hook HL gaming needs to keep it fresh.

Or how about getting a positional advantage by 'climbing' onto that raging troll or bullette and conducting combat from the relative safety of its back... IL allows this.
Niiiiice. Me likey!

Cheers!
 

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Plane Sailing said:
I wonder how easy (or otherwise) it would be to take IL rules and graft them into D&D classes? Or alternatively to allow free multiclassing into IL classes at the point when it becomes available?
From what Mike has said in other threads, apparantly many of the rules are portable over to D&D (skills and feats for example). I can't see multiclassing between IL and D&D characters though - they are balanced very differently. IL guys are supposed to be as tough as D&D characters with standard levels of magic... without any of the their own.

I'm almost scared to think of what kind of "mundane" abilities a 20th level Iron Lore Weapon Master must have if he can walk around buck naked clutching a rusty longsword and be just as capable as a 20th level D&D Fighter with all his shiny, happy gear... :uhoh:

Cheers!
 

Kestrel said:
Im curious at how much work it takes to set up a location from a GM perspective. I barely have enough time to finish a npc, much less a detailed location like that. And if this is easy to use, how easy would it be to use the location rules in a DnD or AE game?

IL NPCs are much faster to build than D&D NPCs. So you will have extra time to spend on other stuff :) In any case, the rules give lots of tools for building the fight scenes, quickly and easily. I generally can do an entire location in 5 minutes.

I see no reason the location rules shouldn't be entirely portable.
 

A'koss said:
How are using Tokens in play? Are you really just caching them in as quickly as you get 'em or do you find players just horde them for use against BBEGs?

My guys were burning them as fast as they got them, and would have burnt them faster if they could :)

A'koss said:
Do you find that the Arcanists are still fun to play despite the riskier magic? Can a "typical" party get along without one?

Yes to both.
 


The environment is a big factor in IL. An IL tavern brawl has mugs or food being thrown, tables being flipped, chairs being kicked into people or being flung, things being used to swing from, bodies being hurled, ropes being used to clothesline people, people slipping on spilled drinks....basically, the type of stuff you would see in a Muskateers movie. IL has the rules structure to easily allow this sort of thing in normal game play.

....seriously, I don't see why this is so under-used in D&D right now. Rules for cover, uneven terrain, and improvised weapons exist, but are under-used....perhaps IL will help to amend that.

*shrug* Seems like IL is gonna be fun, but why criticize what exists now? :p
 

Kamikaze Midget said:
....seriously, I don't see why this is so under-used in D&D right now. Rules for cover, uneven terrain, and improvised weapons exist, but are under-used....perhaps IL will help to amend that.

*shrug* Seems like IL is gonna be fun, but why criticize what exists now? :p

I think some folks see this as a lot of on the fly bookkeeping that they either can't or don't want to do. Throwing modifiers for this, that, and the other thing all at once can be a little daunting to some. Maybe IL will just make this easier.
 


Driddle said:
Heh.
"Everybody step back 30 yards while the mage takes a go at it first..."

This is actually a valid strategy. The smart arcanist learns how to rig it so that even a bad result of a spell helps him.

EDIT: A'koss asked if an IL party can get by without a specific class in the party. This is definitely the case. Once you take away magic and allow any character to find traps, the classic four class silos (fighter/rogue/wizard/cleric) disintegrate. If the typical group of four players each picks a different class, you're all set. The only issue that can come up is if you start doubling or tripling up the classes.
 
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A'koss said:
From what Mike has said in other threads, apparantly many of the rules are portable over to D&D (skills and feats for example). I can't see multiclassing between IL and D&D characters though - they are balanced very differently. IL guys are supposed to be as tough as D&D characters with standard levels of magic... without any of the their own.

I'm almost scared to think of what kind of "mundane" abilities a 20th level Iron Lore Weapon Master must have if he can walk around buck naked clutching a rusty longsword and be just as capable as a 20th level D&D Fighter with all his shiny, happy gear... :uhoh:

Cheers!

I would assume that an IL character would be over the top if you gave him the magic items given a standard D&D character of equivalent level. Thus you might have to do something like this if you have a mixed campaign:

1) Iron Lore characters are like Forsakers in that they do not use any magic items (except for Arcanists, who follow whatever rules there are for items blowing up in their faces).
2) Iron Lore characters are immune to all buffing effects cast/manifested/whatever by non-arcanists.

Multi-classing between IL and D&D classes would require something like a cap on magic item availability (something like the gp limit of the D&D class, counting only D&D class levels). How to justify this rule in-game is beyond me, however.

I have no playtested the game so these are simply some ideas based on threads I have read. I particularly have no idea with respect to arcanists, or the magic items that exist in the IL world.

I really really really really really want to play this, but I will settle for DMing it.
 

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