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Iron Lore: Malhavoc's Surprise?
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<blockquote data-quote="Mouseferatu" data-source="post: 2106892" data-attributes="member: 1288"><p>Hey, Mike.</p><p></p><p>I'm really impressed with what I've heard. I'll chime in with another "I've wanted something like this for a while now" comments. I just need to make sure that I publish something you want between now and GenCon, so I can trade with you rather than actually buying one. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I do, however, have one question/concern. By adding to the number of options in combat, it seems to me that one would almost have to add to the complexity of the game as well. While I love the idea of a system that deemphasizes magic items in favor of character abilities, I'm less sanguine about having an extra two-dozen details to keep track of, or waiting for people to decide what they're doing in combat, and then look up the rules to do it. In D&D, you only have to do that if you're doing something odd (grapple, or an unusual spell).</p><p></p><p>What would/can you say, in that regard? Does Iron Lore require much in the way of added bookkeeping/note-taking? Is it harder for people who aren't system-savvy (such as several of the players I know) to use? Is it still going to appeal to people who wish to deemphasize minis and calculation? (I know you already said it doesn't require any more use of minis than D&D itself; but can it be played to require less?)</p><p></p><p>Just to be clear, I'm getting this thing regardless. It's one of the few rules-heavy books I've been excited about in a long time. The above questions are just me trying to figure out if it's a <em>perfect</em> fit, not to indicate any concern for the book's quality as a whole. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Mouseferatu, post: 2106892, member: 1288"] Hey, Mike. I'm really impressed with what I've heard. I'll chime in with another "I've wanted something like this for a while now" comments. I just need to make sure that I publish something you want between now and GenCon, so I can trade with you rather than actually buying one. ;) I do, however, have one question/concern. By adding to the number of options in combat, it seems to me that one would almost have to add to the complexity of the game as well. While I love the idea of a system that deemphasizes magic items in favor of character abilities, I'm less sanguine about having an extra two-dozen details to keep track of, or waiting for people to decide what they're doing in combat, and then look up the rules to do it. In D&D, you only have to do that if you're doing something odd (grapple, or an unusual spell). What would/can you say, in that regard? Does Iron Lore require much in the way of added bookkeeping/note-taking? Is it harder for people who aren't system-savvy (such as several of the players I know) to use? Is it still going to appeal to people who wish to deemphasize minis and calculation? (I know you already said it doesn't require any more use of minis than D&D itself; but can it be played to require less?) Just to be clear, I'm getting this thing regardless. It's one of the few rules-heavy books I've been excited about in a long time. The above questions are just me trying to figure out if it's a [i]perfect[/i] fit, not to indicate any concern for the book's quality as a whole. :) [/QUOTE]
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