Particle_Man
Explorer
So now that Mike Mearls is working for Wotc, who takes over Iron Heroes? And what part of it is the last part that Mike worked on before he left? An adventure? Just the "alt core" books? (phb, dmg, mm)
Irda Ranger said:I was really hoping Mearls was serious when he said that you could "plug and play" IH classes with D&D adventures. I didn't know how he was going to do it, but I had faith. Apparently, his version of "plug and play" looks a little too much like "DIY modding" for my comfort. If there was anything I didn't like about Grim Tales (and there wasn't much), it was the whole figurin' out CR and EL thingy. It wasn't that it didn't work (it worked like clockwork), it just that I don't have enough free time/ inclination to do that sort of thing. I want the rules to "just work", and work simply, without a lot of tinkering or calculations. I'm lazy like that.
Indeed, but Mike has been upfront about IH being compatable with the MMs, but not necessarily every adventure - and it would be for reasons like these. What are you going to do if the adventure takes place on the Elemental Planes of Fire or Water? Suddenly you don't have a 6 second solution to the problem and things get a little more interesting.Felon said:If you're playing a game that's a radical departure from D&D, which IH is, it's pretty impractical to expect a D&D adventure to play without a hitch straight out of the box. D&D has expectations that character will have certain resources, such as access to divination spellls, abjuration spells, transportation magic, and of course magic weapons and curative magic, that IH characters won't have in equal portions. That's the point of IH, after all. But sometimes in a D&D adventure there is simply no way around needing a dispel magic.
Dr. Strangemonkey said:Indeed, Weapon Finesse could easilly be the feature of a class rather than a feat tree, which is good since to get all ten feats you'd pretty much be considering it that.
They certainly make high level play look insanely deadly. High levels of power attack force massive damage saves on every hit, and WF, applied to a Rogue anyways, would double your sneak attack damage and, seemingly, force sneak attacks on at least one blow a round regardless of circumstances.
Characters may choose to advance by taking most or all of one feat's abilities or take a larger number of base feats with fewer advanced mastery abilities.
Dr. Strangemonkey said:But at least one of the big backstab classes, thief or executioner, is going to have finesse at 9 and that means loads of extra back stab.