A'koss
Explorer
Just so everyone knows, the next playtest spotlight is up at Malhavoc's site:
http://www.montecook.com/cgi-bin/page.cgi?mpress_IL_playtest2
It's Piratecat's group and it sounds like they quite enjoy it. Not too much new is revealed but they did run some non-combat scenerios... "Kevin really enjoyed playing the thief in a political murder mystery," Adam said. "Switching between aliases to match which political faction the players were speaking to was a lot of fun for him -- and very entertaining for the group as a whole."
Another interesting tidbit... "However, he said the players probably enjoyed the concept of token pools the most. "They sought out every opportunity to earn and spend tokens within the game," he recalled, "often running two or more different pools at a time, depending on their character's abilities."
And another... "As DM, though, Adam's favorite mechanic was zones (a supplemental rules set coming in the October release Mastering Iron Lore. "[The] guidelines for adding areas to the battlefield where PCs and NPCs alike can trigger special effects really encouraged me to come up with cool places to fight, such as half-submerged ruins bubbling with explosive swamp gases," he said."
http://www.montecook.com/cgi-bin/page.cgi?mpress_IL_playtest2
It's Piratecat's group and it sounds like they quite enjoy it. Not too much new is revealed but they did run some non-combat scenerios... "Kevin really enjoyed playing the thief in a political murder mystery," Adam said. "Switching between aliases to match which political faction the players were speaking to was a lot of fun for him -- and very entertaining for the group as a whole."
Another interesting tidbit... "However, he said the players probably enjoyed the concept of token pools the most. "They sought out every opportunity to earn and spend tokens within the game," he recalled, "often running two or more different pools at a time, depending on their character's abilities."
And another... "As DM, though, Adam's favorite mechanic was zones (a supplemental rules set coming in the October release Mastering Iron Lore. "[The] guidelines for adding areas to the battlefield where PCs and NPCs alike can trigger special effects really encouraged me to come up with cool places to fight, such as half-submerged ruins bubbling with explosive swamp gases," he said."
I know... If you're going to harp on something Xena-like, look to the 20th level abilities where you can bounce arrows around corners. An "arrow ladder" shouldn't even be that hard to do IRL so long as you can penetrate the material you need to climb.JohnSnow said:So, basically, you can spend an aim token so that the arrows you shoot are stacked on top of each other and you can use them to assist your climb. It doesn't make you "fly" up the wall, and you STILL have to beat the hardness. This is even doable in the "real world." It's just pretty HARD to properly place the arrows. Hardly what I call ridiculous at a level when core D&D is handing out "immovable rods."