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Iron Lore: Malhavoc's Surprise?

Mouseferatu said:
Hey, Mike.
I do, however, have one question/concern. By adding to the number of options in combat, it seems to me that one would almost have to add to the complexity of the game as well. While I love the idea of a system that deemphasizes magic items in favor of character abilities, I'm less sanguine about having an extra two-dozen details to keep track of, or waiting for people to decide what they're doing in combat, and then look up the rules to do it. In D&D, you only have to do that if you're doing something odd (grapple, or an unusual spell).

What would/can you say, in that regard? Does Iron Lore require much in the way of added bookkeeping/note-taking? Is it harder for people who aren't system-savvy (such as several of the players I know) to use? Is it still going to appeal to people who wish to deemphasize minis and calculation? (I know you already said it doesn't require any more use of minis than D&D itself; but can it be played to require less?). :)



This is a second thought I'm having as well. It's promising to hear high level NPCs will be a breeze, but it will be interesting to see how combat will be the same speed if not faster. I don't need an answer right away, but M.P. can file it away as a questions to be addressed in a preview.
 

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mearls said:
I would also like to add one thing - I'm really flattered by all the attention that this thread has gotten, and I'm glad to see that people are excited about IL. To me, this is a big challenge. I hope that the trust people place in me, the expectation that This Game Will Be Good, is well placed. Seeing people excited about the game is all the more inspiration to make it the best possible game that it can be. IL just passed out of its first round of major playtest changes, and the first supplement just went to the editor.

I don't mean to get all maudlin here, but I feel a tremendous responsibility to every gaming group that sits down to use one of my books. D&D, and RPGs in general, are a very precious thing. There's nothing else in the world that encourages you to be creative, to make your own stories, to build your own worlds. A lot of entertainment is all about sitting you down to watch someone else's story, to admire someone else's creation. I really, honestly, and truly believe that D&D makes the world a better, more interesting place, and I hope IL helps keep that flame alive.

So that's that. Believe me, when we're ready to start pulling the curtain back on this baby, I'm going to be all over it.

Mike, thanks again for all your posts in this thread. I think we all look foward to seeing the preveiws that Malhavoc is sure to have, and of course the final book!

The thousands of hits this thread has had, and the fact it has stayed on the front page for this long, really shows how excitided people are about something like this. I knew it would be big a few paragraphs into that interview. :cool:
 

elforcelf said:
I love Epic Magic. I love Epic magic using pcs. I love Epic magic items. I run a Epic game. Why should I get this at all? P.s.I love Mike's books;this is not a attack. elforcelf.

There is nothing in what Mike has said that makes this low level. It would probably offer a lot to high level fighers, barbarians and rogues and others who don't really so much on spell casting
 

Wulf Ratbane said:
A very interesting post, mr. mearls.

Some of that terminology sounds more like Monte's voice to me; which I point out only to acknowledge that you guys obviously have a good collaboration going on.

I am still waiting to hear the "dragon in an open field" solution, especially since you confirmed that nothing in IL will allow you to (for example) bypass DR.

(When folks think, "d20 Monster CR compatibility" that's always the first thing to come up, followed by undead.)

I'd like to hear a demonstrable example of the IL power curve/CR solution that acknowledges that dragon's DR (a system issue) and the fact that he flies (a story issue).


Wulf

In Malhavoc's teaser material, they say this

Iron Lore is the game I always wanted to play," explained designer Mike Mearls. "It's the game that lets a warrior with a plain old longsword and a metric ton of gumption take down a red dragon.

So its gotta be possible
 


TerraDave said:
[regarding the fighter vs. dragon in an open field]

So its gotta be possible

Heh... I'll withhold judgement on that.

No, wait. I won't. Mike: Don't do it.

I don't need no crap where the fighter is leaping hundreds of feet in the air to land blows with his sword.

That's not exactly the stuff of Lieber or Howard, there.


Wulf
 

There are no spells such as fireball or cure light wounds. Instead a caster tries to create a general effect such as filling an area with searing flame...rather than play a dwarf, littorian...you can create a tall rangy wanderer from the frozen north.

Sounds sorta like an action-oriented Ars Magica...and that ain't a bad idea at all!
 

Wulf Ratbane said:
I don't need no crap where the fighter is leaping hundreds of feet in the air to land blows with his sword.

That's not exactly the stuff of Lieber or Howard, there.


Wulf
True. But it is a style of fantasy a lot of people enjoy.
 

Wulf Ratbane said:
Heh... I'll withhold judgement on that.

No, wait. I won't. Mike: Don't do it.

I don't need no crap where the fighter is leaping hundreds of feet in the air to land blows with his sword.
I don't get the impression that IL is about guys making Hulk-like leaps in the air, but more about the warrior being able to pull out a bow and place carefully aimed shots that force a dragon to the ground, then beat on him like no tomorrow... In other words, greater skill making up for a lack of magic.

Cheers!
 

Although I like what I've heard so far about the content, anyone else think a name change is in order? "Iron Lore" is a bit dry. Not really an attention-grabber.
 
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