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Iron Lore: Malhavoc's Surprise?
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<blockquote data-quote="mearls" data-source="post: 2099248" data-attributes="member: 697"><p>Hey all,</p><p></p><p>I'll try to answer as many questions as possible. Here we go!</p><p></p><p>Stormborn asks:</p><p>1) Is this indeed the BIG THING that is supposed to "wow" us as much as AU/AE that Monte has mentioned? Or should we expect another?</p><p></p><p>Answer: I think it is, yes. I'm 90% certain this is what he was talking about.</p><p></p><p>2) Will there be other support for it? Setting, adventures, etc? Or can we take your comments about using any d20 Monster book as is to suggest that might be true of other things like adventures and settings?</p><p></p><p>Answer: There's one supplement already written, another in the works. The game is designed to be very portable for DMs. Since the base power level is built around D&D's, you can import almost anything for the DM to use without any hassles. For character option, like classes and feats, there's some simple conversion rules. A lot of the design is built to make life as easy for the DM as possible.</p><p></p><p>Plane Sailing asks:</p><p>I've been trying to get hold of the print version of Book of Iron Might because I was interested in the stunt system you'd put together in there. I wonder, how does this relate to Iron Lore? Parallel, overlaps, distinct?</p><p></p><p>Answer: There's some parallels in that fighting-type characters reign supreme. Some of the stuff in BOIM appears in Iron Lore, but most of it has been redesigned. The basic design concept - expanded options for warriors - is taken to the nth degree in Iron Lore. One of my big pushes was to make the game more interactive, to give you more flexible options in combat and other situations.</p><p></p><p></p><p>A'Koss asks:</p><p>Mike, does Iron Lore address any of the growing balance issues and disparities between the classes at higher levels? The real weakness I find in D&D is the disparities in hit points, attack rolls, saving throws and so on make encounter balance more ornery with every level after say... 14th or so. I've always found it a bit... disjoining that HL characters are actually more vulnerable and die faster than mid level ones.</p><p></p><p>Answer: Iron Lore tends to push a lot of what I think of as maintenace stuff - saves, healing - off into the background. Your saves get really good without having to take feats. There's no healing magic, but you still recover hp's between fights. In essence, a lot of the passive, defensive abilities go up automatically as you level. Thus, characters tend to be rather tough nuts to crack without the players' putting a lot of resource into that end of character development.</p><p></p><p>That was very intentional, for the reasons you cite. Character mortality above level 10 is just too common due to a single bad roll or the failure to slap the right defensive spell on the party. Iron Lore chucks a lot of that stuff. Hopefully, if PCs fall in IL combat it's because they made bad decisions or were outfought, not because they rolled a 1 on a Fort save.</p></blockquote><p></p>
[QUOTE="mearls, post: 2099248, member: 697"] Hey all, I'll try to answer as many questions as possible. Here we go! Stormborn asks: 1) Is this indeed the BIG THING that is supposed to "wow" us as much as AU/AE that Monte has mentioned? Or should we expect another? Answer: I think it is, yes. I'm 90% certain this is what he was talking about. 2) Will there be other support for it? Setting, adventures, etc? Or can we take your comments about using any d20 Monster book as is to suggest that might be true of other things like adventures and settings? Answer: There's one supplement already written, another in the works. The game is designed to be very portable for DMs. Since the base power level is built around D&D's, you can import almost anything for the DM to use without any hassles. For character option, like classes and feats, there's some simple conversion rules. A lot of the design is built to make life as easy for the DM as possible. Plane Sailing asks: I've been trying to get hold of the print version of Book of Iron Might because I was interested in the stunt system you'd put together in there. I wonder, how does this relate to Iron Lore? Parallel, overlaps, distinct? Answer: There's some parallels in that fighting-type characters reign supreme. Some of the stuff in BOIM appears in Iron Lore, but most of it has been redesigned. The basic design concept - expanded options for warriors - is taken to the nth degree in Iron Lore. One of my big pushes was to make the game more interactive, to give you more flexible options in combat and other situations. A'Koss asks: Mike, does Iron Lore address any of the growing balance issues and disparities between the classes at higher levels? The real weakness I find in D&D is the disparities in hit points, attack rolls, saving throws and so on make encounter balance more ornery with every level after say... 14th or so. I've always found it a bit... disjoining that HL characters are actually more vulnerable and die faster than mid level ones. Answer: Iron Lore tends to push a lot of what I think of as maintenace stuff - saves, healing - off into the background. Your saves get really good without having to take feats. There's no healing magic, but you still recover hp's between fights. In essence, a lot of the passive, defensive abilities go up automatically as you level. Thus, characters tend to be rather tough nuts to crack without the players' putting a lot of resource into that end of character development. That was very intentional, for the reasons you cite. Character mortality above level 10 is just too common due to a single bad roll or the failure to slap the right defensive spell on the party. Iron Lore chucks a lot of that stuff. Hopefully, if PCs fall in IL combat it's because they made bad decisions or were outfought, not because they rolled a 1 on a Fort save. [/QUOTE]
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