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Iron Lore: Malhavoc's Surprise?
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<blockquote data-quote="mearls" data-source="post: 2104393" data-attributes="member: 697"><p>Let's see if I can answer some questions here.</p><p></p><p>Michael Tree asks, about my comments on spells for Mystic Secrets:</p><p>Was this sneaky foreshadowing for the new magic system in Iron Lore?</p><p></p><p>It could very well be!</p><p></p><p>JVisgaitis asks:</p><p>This book sounds really cool. Just one question Mike, I bought the Iron Might PDF which I thoroughly enjoyed, but I really don't get a lot of use out of PDFs and I was intending on buying the print book. Would there be a point in me buying the print version of Iron Might or should I just hold off for Iron Lore?</p><p></p><p>There's a lot of stuff from Iron Might that doesn't have an analog, like the new feat types, the combat maneuver/component system, and the ironborn. I think Iron Might is a good supplement for Iron Lore.</p><p></p><p>ecliptic observes:</p><p>I am just afraid the book may take it a bit too far. Like a feat that makes your weapon "magic" for going through damage reduction.</p><p></p><p>ICK! No, IL does not cheese out on you like that.</p><p></p><p>Scouger asks:</p><p>Also, how portable is it, really? I may be able to achieve the same effect as a DM by just challenging the group of non-magic PCs to standrad adventures that are a few CRs lower in level. Why embrace IL to make this happen? </p><p></p><p>This is a key design consideration in Iron Lore. Playing Iron Lore, as opposed to running it, is a slightly different experience. IL characters have a lot more dynamic options in combat. If you just take away magic items, buff spells, and so on, you really cut down on the game management, character design, and decisions the PCs can make. There's really only a small slice of tactical decision you can make that have a big effect on the game.</p><p></p><p>IL gives the players new toys to play with. There's more decisions, and new points on the PC decision tree, to replace the loss of magic items and reliable magic.</p><p></p><p>To draw a more concrete example, with an attack a D&D fighter decides his target, if he wants to fight defensively, and if he wants to use feats like Power Attack or Combat Expertise (if he has them).</p><p></p><p>An IL character can decide to make a risky attack that reduces his Defense, a conservative one that enhances, a risky stunt for a big bonus. If he has the right feats, he might adopt a defensive stance, parry a few attacks, then unleash a deadly riposte. He could use his skills to find a weak point in a foe's armor.</p><p></p><p>In essence, IL replaces magic with new, interesting stuff. To draw on your example, D&D without magic is like an ice cream sundae with just the ice cream. IL is a like a D&D sundae with different toppings. You drop the magic, but you still have all the cool extras you want. They're just different. In many cases, a lot different.</p><p></p><p>A'koss asks:</p><p>Are there any changes in the way Spell Resistance and Spell Save DCs are handled? I imagine all monsters now have "Damage Resistance"... true?</p><p></p><p>SR and DCs remain the same. Monsters only have DR if they wear armor. Natural armor modified Defense.</p><p></p><p>Matthew L. Martin ponders:</p><p>Dare I hope for an abstracted wealth and/or equipment system as well? Picking out equipment has always been my least favorite part of D&D character creation, regardless of edition.</p><p></p><p>It isn't in the core book...</p><p></p><p>Equipment is so simple (weapon, armor, ranged weapon, dagger) that shopping is trivial.</p></blockquote><p></p>
[QUOTE="mearls, post: 2104393, member: 697"] Let's see if I can answer some questions here. Michael Tree asks, about my comments on spells for Mystic Secrets: Was this sneaky foreshadowing for the new magic system in Iron Lore? It could very well be! JVisgaitis asks: This book sounds really cool. Just one question Mike, I bought the Iron Might PDF which I thoroughly enjoyed, but I really don't get a lot of use out of PDFs and I was intending on buying the print book. Would there be a point in me buying the print version of Iron Might or should I just hold off for Iron Lore? There's a lot of stuff from Iron Might that doesn't have an analog, like the new feat types, the combat maneuver/component system, and the ironborn. I think Iron Might is a good supplement for Iron Lore. ecliptic observes: I am just afraid the book may take it a bit too far. Like a feat that makes your weapon "magic" for going through damage reduction. ICK! No, IL does not cheese out on you like that. Scouger asks: Also, how portable is it, really? I may be able to achieve the same effect as a DM by just challenging the group of non-magic PCs to standrad adventures that are a few CRs lower in level. Why embrace IL to make this happen? This is a key design consideration in Iron Lore. Playing Iron Lore, as opposed to running it, is a slightly different experience. IL characters have a lot more dynamic options in combat. If you just take away magic items, buff spells, and so on, you really cut down on the game management, character design, and decisions the PCs can make. There's really only a small slice of tactical decision you can make that have a big effect on the game. IL gives the players new toys to play with. There's more decisions, and new points on the PC decision tree, to replace the loss of magic items and reliable magic. To draw a more concrete example, with an attack a D&D fighter decides his target, if he wants to fight defensively, and if he wants to use feats like Power Attack or Combat Expertise (if he has them). An IL character can decide to make a risky attack that reduces his Defense, a conservative one that enhances, a risky stunt for a big bonus. If he has the right feats, he might adopt a defensive stance, parry a few attacks, then unleash a deadly riposte. He could use his skills to find a weak point in a foe's armor. In essence, IL replaces magic with new, interesting stuff. To draw on your example, D&D without magic is like an ice cream sundae with just the ice cream. IL is a like a D&D sundae with different toppings. You drop the magic, but you still have all the cool extras you want. They're just different. In many cases, a lot different. A'koss asks: Are there any changes in the way Spell Resistance and Spell Save DCs are handled? I imagine all monsters now have "Damage Resistance"... true? SR and DCs remain the same. Monsters only have DR if they wear armor. Natural armor modified Defense. Matthew L. Martin ponders: Dare I hope for an abstracted wealth and/or equipment system as well? Picking out equipment has always been my least favorite part of D&D character creation, regardless of edition. It isn't in the core book... Equipment is so simple (weapon, armor, ranged weapon, dagger) that shopping is trivial. [/QUOTE]
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