Iron Lore: Malhavoc's Surprise?

Celebrim said:
I don't understand 'Hunter' either, because the class is more like a battle field commander than a slayer of wild beasts.
I started a thread to rename the Hunter over at Monte's boards.

The favorites were Tactician, Skirmisher, and Ranger (as in Faramir's rangers).

I don't think Mearls took any of our suggestions before sending the book off to the printers though ;)

One of the playtesters said that Mearls got a lot of feedback about the names he picked for things, and that he changed some stuff. The Hunter though, despite many complaints similar to what you guys have mentioned, didn't get changed.

The playtester suggested the Thief be changed to "Trickster" and that Man-at-Arms be changed to "Jack of all Blades", which I think is clever. His point about the Thief was that "thief" is a carreer choice, and "Trickster" spoke more to the class abilities.
 

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Irda Ranger said:
This last point seems right; I'd just like to know how it works out in play. I hope this is right, because multiclassing makes a near infinite number of new doors open up in character creation.

So far, multiclassing looks like its potentially going to be wierd. And I can't see doing more than just splashing classes given what you've just told me. I can definately see playing an archer 15/harrier 5 or an archer 15/hunter 5, but I can't really see wanting to play an archer 12/hunter 8 or an archer 10/harrier 10 unless things work alot differently than they seem as this point.

So, let me ask you a question, does feat mastery 'stack' in any fashion? If I have general master 4 from one class, and general mastery 3 from another, can I take general mastery 7 feats? If not, then mastery is going to be alot like spell casting levels in that its often just not worth it to multi-class.

Or what about if I can take tactical mastery 4 feats from my general mastery 4, and then I add a level of Hunter. Does my tactical mastery 2 increase my access to tactical mastery feats or not? Judging from the fact that the hunter showed the mastery stat as Tactical Mastery +2, I thought it might. But then when the Archer was previewed the mastery stats were changed from being '+2' to being just '2', which seems to indicate that they don't stack. If they don't stack, and high level feats are really important, then there isn't going to be alot of reason to multiclass.

On the other hand, if they do stack, then doing something like harrier 5/thief 5/hunter 5/archer 5 is reasonable and even profitable (look at me, I've got a +20 base defence bonus!).

I'm guessing thought that they don't stack, or at least don't stack completely, because the above could in theory have 10's (or higher!) in several different feat mastery groups.

Um, no.

Mastery is a class ability. If you allowed Stats to stack, consider an Archer with 18 Dex would
- Get 17th level projectile feats at only 9th level.
- Get the Rank 10 Feats in Finesse and Defense at 13th and 11th levels, respectively, even though that is not their area of expertise. The Archer would be able to do everything a Harrier or Armiger can do. Shouldn't something be reserved for those who specialize in it? Shouldn't Archers be the only ones who can get Rank 10 in Projectile? I think so.

Well, obviously if they were going to stack you'd alter the numbers on mastery levels accordingly. My point was that if Mearls invented feat mastery in order to solve a problem with prequisites (expertise requiring 13+ INT regardless of how high a level of a fighter that you are), then Mearls has created a different problem with prerequisites in my opinion by essentially as you put it making feats nothing more than 'class abilities' . This seems kind of 1st edition like to me, and it raises the spectre of making classes more narrow and sterotypical rather than less - especially if multi-classing is discouraged.

Even if every class in theory has access to every feat, it doesn't mean that a harrier could ever be quite the archer that an archer is because the archer and harrier have different class abilities. Harriers will never have aim pools. Harrier will never have a +25 BAB with projectile weapons. Harriers will never have 'dead eye shot'. I tend to prefer to keep class abilities to a minimum. It doesn't bother me that a perceptive and dextrous thief could take any feat that an archer could. If you want to make a mechanic which gives the archer access to certain feats sooner than normal, then fine, but this mechanic goes well beyond that. It's definately not going to be for everyone. If you liked first edition classes in which every profession was a class ('thief', 'assassine', 'alchemist', 'mariner', 'cook'...) then you'll probably be ok with this. If you preferred the flexibility of 3rd edition and the generic base classes, then this is going to seem like a step backwards.

Show me any 17th level Class ability, and I bet the Rank 10 Feats would be similar. That includes 9th level spells.

So far the 17th level Class abilities haven't been that impressive (the Hunter's 19th level one is pretty good though). In fact, none of the high level class abilities we've seen so far look powerful enough to make up for the lack of spell casting and magic items at high level. At lower levels, sure, the class abilities, plus higher point buys for abilities, plus higher hit points, plus reserve pool, plus base defence bonus, MUCH MORE than make up for the missing magic items at these levels. This is one of the reasons its bugged me that all the play testing has focused on low levels. If Iron Heroes can face typical high level adventures on equal footing with thier more arcane brethern, its going to depend entirely on the powerful new feats and greater access to same.

There is no need to. Once you have the base feat you can take any other feat in the tree. You do not need to take them all, or in order.

Ok, cool. That is good, but the problem with that is that generally high level feats completely obselete lower level ones. Take the 'vorpal whirlwind'. It more or less obseletes 'whirlwind attack'. Whirlwind attack though is already at the end of a pretty tall feat tree as it is. Then we are told that there is a further 'improved vorpal whirlwind' and 'superior vorpal whirlwind' implying that the final one is something like six levels up a feat tree. Granted, its really powerful, but are you saying that 'superior vorpal whirlwind' probably doesn't have 'vorpal whirlwind' as a prerequisite? That will be wierd.

Then you should be pleased to realize that the Feat trees in IH are only 2 Feats deep - the Base Feat plus any other feat you like. The Mastery Levels of 1 to 10 speak to the width of you choices, not the depth.

Hmmm... I'll have to see that. Making it only 2 feats deep also has conceptual problems for me.

Mastery is a class ability. Should Archers and Beserkers get access to Projectile feats at the same time?

Under every suggestion I made, they wouldn't.

And for that matter, what does Lore Mastery or Tactics Mastery have to do with BAB?

Both are means for limiting the access to powerful feats.

For that matter, since Thieves and Arcanists are bound to have a lower BAB than Beserkers, does that mean that Beserkers should have first access to Lore and Finesse feats?

Depends on the intelligence, dexterity, and skills of the Beserker. I don't see why a Berserker with INT 15 and 12 ranks of knowledge (history) (or whatever) shouldn't. Of course, that would be an unusual Berserker.
 

Celebrim said:
Can someone here show me how power attacked can be improved 9 times without making 'improved superior greater power attack' utterly broken,
I suspect it will be about as broken as Meteor Swarm.
BUT, on the other hand the feat tree for each is never more than about 3 feats deep and I consider this a good thing. The fact that the vast majority of feats on the list are available by 6th level if you decide to narrow your focus is deliberate and I like it.
In pretty much every "why do fighters suck" thread, the main thing brought up is that the new cool abilities they get at 16th level are the same new cool abilities they got at 6th, whereas the 16th level wizard is messing with maze and greater planar binding compared to the stinking cloud and fly they had at 6th. In order to stay interesting, fighters need high-level abilities that are actually high-level.
Why wasn't limiting a few feats to higher BAB an acceptable solution? What does feat mastery give you that this doesn't?
Differentiation between classes.

Come to think of it, I think this would be an awesome mechanic for use in a magic system as well. Maybe an fire mage would have excellent advancement in fire magic, decent advancement in divination and magic belonging to the other elements, and poor advancement in other types of magic. A cleric would have excellent healing magic, decent buffing magic, and poor in other areas. And a druid could have excellent nature magic, decent healing and elemental, and poor others. Let's say a 10th level druid would have nature +10, healing/elemental +7, and others +5. A 10th level fire mage would have fire +10, divination and other elemental +7, and others +5. A 5/5 might have fire +8, nature +7, healing +7, divination +7, other elemental +6, and +4 in other types of magic. This could solve the proplem of multiclassing spellcasters (you'd just have to figure out a way to maintain a common pool of magic points or spell slots or something).
 

Celebrim said:
So, let me ask you a question, does feat mastery 'stack' in any fashion? If I have general master 4 from one class, and general mastery 3 from another, can I take general mastery 7 feats? If not, then mastery is going to be alot like spell casting levels in that its often just not worth it to multi-class.
I can't think of any reason why it wouldn't stack.
Or what about if I can take tactical mastery 4 feats from my general mastery 4, and then I add a level of Hunter. Does my tactical mastery 2 increase my access to tactical mastery feats or not?
I would think so. That level in Hunter must be worth more than just the Token abilities.
On the other hand, if they do stack, then doing something like harrier 5/thief 5/hunter 5/archer 5 is reasonable and even profitable (look at me, I've got a +20 base defence bonus!).
There are probably special rules to prevent abuse; like the fractional Saves rules from Unearthed Arcana.
Even if every class in theory has access to every feat, it doesn't mean that a harrier could ever be quite the archer that an archer is because the archer and harrier have different class abilities.
But as you said, those class abilities aren't exactly the cat's pajamas. If you think of Mastery as a class ability (which it is), you'll see that getting access to certain feats more quickly (or at all) are part of what makes an Archer an Archer. If you didn't do that, the classes might be a bit too similar.
Harriers will never have aim pools. Harrier will never have a +25 BAB with projectile weapons. Harriers will never have 'dead eye shot'. I tend to prefer to keep class abilities to a minimum.
I prefer to keep classes distinct. Being 10% more likely to hit, or doing 1 extra point of damage because you bypass DR is not enough (for me) to really seperate an Archer from a Armiger.
It doesn't bother me that a perceptive and dextrous thief could take any feat that an archer could.
Mastery is a class ability, not a Feat. Also, the Feats are what makes the classes distinct. If you really want to be good at the bow, take some levels in Archer.
If you liked first edition classes in which every profession was a class ('thief', 'assassine', 'alchemist', 'mariner', 'cook'...) then you'll probably be ok with this. If you preferred the flexibility of 3rd edition and the generic base classes, then this is going to seem like a step backwards.
I think that we need to define what you think a class is. I think it's just a nice package of skills that go together. If you study archery, you're an Archer. If you study negotiation, you're a Thief (I know, that doesn't make sense - blame Mearls for the class name, a playtester suggested Trickster was more on point). If you've studied both you're an Archer-Thief. Your class says nothing about your "story based" objectives, loyalties, personality traits, etc. The classes are the basic building blocks of every kind of fighting which is possible (other than unarmed). No matter what school of fighting you study, there's a class for you. If you study more than one, you're multiclassed.

Classes are narrow; PC's don't have to be.
So far the 17th level Class abilities haven't been that impressive
A good argument for the fact that 17th level Feats must be impressive.
Ok, cool. That is good, but the problem with that is that generally high level feats completely obselete lower level ones. Take the 'vorpal whirlwind'. It more or less obseletes 'whirlwind attack'. Whirlwind attack though is already at the end of a pretty tall feat tree as it is. Then we are told that there is a further 'improved vorpal whirlwind' and 'superior vorpal whirlwind' implying that the final one is something like six levels up a feat tree. Granted, its really powerful, but are you saying that 'superior vorpal whirlwind' probably doesn't have 'vorpal whirlwind' as a prerequisite? That will be wierd.
This could be a problem, but I'm betting it won't be; mainly because it's really obvious and I expect Mearls will have a rule to handle it.

As to "Why Mastery and not BAB", I thought it would be obvious by now. Class Abilities and BAB are not linked. You can be good at Lore and have a lousy BAB. You could have an awesome BAB and never spent a minute of your time studying Lore or Defense.

It has to do with the conception of what a class is. In IH classes are what you do. Arcanists "do" Lore. Hunters "do" Tactics. Beserkers "do" neither Lore nor Tactics.
 

Staffan said:
I suspect it will be about as broken as Meteor Swarm.

While its undoubtable true that high level spell casters are more powerful than high level fighters when prepared and with a full roster of high level spells left to cast, its not true that high level spell casters aren't giving up anything in order to have access to that Meteor Swarm 'class ability'.

Did you see anything in the archers class abilities that suggested it could ever produce the mundane equivalent of a meteor swarm? More to the point, is it really Meteor Swarm that is important to high level characters? If dealing damage was the only advantage of high level mages, then they'd probably not be all that much better than high level fighters. Fighters don't really need alot of ways to deal more damage at high levels. Merely bumping up damage output in various ways is not a particularly creative or interesting solution to the real problems.

In pretty much every "why do fighters suck" thread, the main thing brought up is that the new cool abilities they get at 16th level are the same new cool abilities they got at 6th, whereas the 16th level wizard is messing with maze and greater planar binding compared to the stinking cloud and fly they had at 6th. In order to stay interesting, fighters need high-level abilities that are actually high-level.

I don't disagree, I was only asking how you could improve a base feat 9 times. Apparantly that is a misnomer, and you only improve it a couple of times. Still, I'd feel better if we got to see an entire feat path or at least some sample mastery level 9-10 feats.

Come to think of it, I think this would be an awesome mechanic for use in a magic system as well. Maybe an fire mage would have excellent advancement in fire magic, decent advancement in divination and magic belonging to the other elements, and poor advancement in other types of magic. A cleric would have excellent healing magic, decent buffing magic, and poor in other areas. And a druid could have excellent nature magic, decent healing and elemental, and poor others. Let's say a 10th level druid would have nature +10, healing/elemental +7, and others +5. A 10th level fire mage would have fire +10, divination and other elemental +7, and others +5. A 5/5 might have fire +8, nature +7, healing +7, divination +7, other elemental +6, and +4 in other types of magic. This could solve the proplem of multiclassing spellcasters (you'd just have to figure out a way to maintain a common pool of magic points or spell slots or something).

When I first got a look at the token system, I remarked that this is potentially one of the best magic systems that's ever been invented for a D20 game. I remain convinced of that. If I were going to write a new game system, the magic system would almost certainly be influenced by what Mearls is doing.

I'm less convinced that's its a neat general system for handling the mechanics of everything. I wanted to see a system that allowed high level, low magic campaigns, so that I could run gritty campaigns beyond D&D's 'sweet spot' without greatly increasing the burdens of play. Nothing I've seen convinces me that the system actually does that.
 

Celebrim said:
I wanted to see a system that allowed high level, low magic campaigns, so that I could run gritty campaigns beyond D&D's 'sweet spot' without greatly increasing the burdens of play. Nothing I've seen convinces me that the system actually does that.

I think now we can say about Iron Heros, at the very least, that it has taught us that low magic doesn't imply gritty. How did people expect you were going to be able to fight a MM Balor in a gritty game anyway?

The thing about Iron Heros that I look forward to the most (though I doubt I'll play it for a long time - ongoing campaign won't end soon), and crossing my fingers on being good, is less preparation time in creating enemy NPCs.
 

ThirdWizard said:
I think now we can say about Iron Heros, at the very least, that it has taught us that low magic doesn't imply gritty.

I didn't say it did. Gritty usually implies low magic, but low magic doesn't have to imply gritty.

However, what I want is gritty and low-moderate magic, and above about 9th level its increasingly hard to do that.

How did people expect you were going to be able to fight a MM Balor in a gritty game anyway?

Well, a 3.0 Balor possibly...but no, that wasn't part of my expectations. Come to think of it, I've never fought a Balor in game and never used one against a party. (I didn't apply the Skeleton and Fiendish Templates to a Balor once, but that results in something like a CR 10 challenge if you lose the vorpal sword) It always seemed a bit over the top to me to send in the biggest baddest monsters in the game, like giving a player a +5 items. After you've given out the +5 items, where do you go from there?

However, with my more limited expectations and a niave belief in Mearls, I thought his observations would be an incremental help to me. Instead, its a more or less completely new game and his answer - and admittedly it may be the only good answer because I don't claim to have a better one - is in order for a high level character to compete without magic, you have to give him something like a system for making 'mundane magic'.
 


Celebrim said:
Well, a 3.0 Balor possibly...but no, that wasn't part of my expectations.

I might have been behind the Iron Heros (then Lore of course) bandwagon, in fact I'm pretty sure I was late in hearing about it. The first thing I heard about it, though, was that PCs in Iron Heros would compete on the same level as D&D PCs and that, technically with some thought, they could fight side by side without any problems with balance. Which means fighting Balors, Dragons, and all those other big meanies. How they pulled this off (and if they were successful) is still, of course, up in the air. I really really want to know the answer to this one.
 

ThirdWizard said:
I really really want to know the answer to this one.

Me too. In fact, I think everyone who has ever posted on this thread would like to know the answer to that question.

Which is why it is utterly baffling to me that in the play tester comments, we've seen them so far running a dungeon for 3rd level characters, and hyping how wonderful it is for running murder mysteries for a 7th level party.
 

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