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Iron Lore: Malhavoc's Surprise?
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<blockquote data-quote="Mac Callum" data-source="post: 2251045" data-attributes="member: 17035"><p>Or as Mearls put it, System v. Story. As I see it, AU and D&D had a lot of story stuff built into the classes (as you noted). The Fighter has about zero 'story' elements, but every other class has "more than zero", with the Paladin and Druid probably being the high water mark. IL seems to be built with as little story pre-built into the classes as possible. Personally, I like that. That means the "fixed and playtested" part of the rules are for combat resolution only, while the story part is completely open-ended. Since no one is specialized in being the face man, that means they're all equally good at, doesn't it? Since the Bard isn't around to show everyone up, any PC can do "roleplaying stuff" as well as any other. I see that as a selling point, personally.</p><p></p><p>As for the "9 out of 10" remark, well, maybe in Mearl's campaign that's true, but it won't be in mine. "Roll initiative" would definately be the wrong answer when trying to illicit info from some random NPC. Luckily (1) the rules don't prevent me from roleplaying, and (2) I don't need rules to tell me how to roleplay. I actually don't like Diplomacy for the most part, since I've had PC's rely on that rather than think "Hm, how should I approach this." It's a crutch I'd rather not have my group rely on. </p><p></p><p></p><p>No system is perfect ...</p><p></p><p></p><p>That's the stuff I'd rather leave to Traits, the character's bio, etc. Any PC, of any class, is free to take a Paladin's Oath or sweet-talk a lady.</p><p></p><p></p><p>Yeah, Mearls should definately leave the marketing (and class names) to Monte. I never pay too much attention to marketing hype anyway though, and try to tease rules apart from how the designer expects me to use them. I don't plan on asking Mearl's permission to use IL to run a city-based, plot-heavy adventure (not that I'm saying you or anyone else would). I just need to know if the rules do what I expect them to. So far, I think they will.</p></blockquote><p></p>
[QUOTE="Mac Callum, post: 2251045, member: 17035"] Or as Mearls put it, System v. Story. As I see it, AU and D&D had a lot of story stuff built into the classes (as you noted). The Fighter has about zero 'story' elements, but every other class has "more than zero", with the Paladin and Druid probably being the high water mark. IL seems to be built with as little story pre-built into the classes as possible. Personally, I like that. That means the "fixed and playtested" part of the rules are for combat resolution only, while the story part is completely open-ended. Since no one is specialized in being the face man, that means they're all equally good at, doesn't it? Since the Bard isn't around to show everyone up, any PC can do "roleplaying stuff" as well as any other. I see that as a selling point, personally. As for the "9 out of 10" remark, well, maybe in Mearl's campaign that's true, but it won't be in mine. "Roll initiative" would definately be the wrong answer when trying to illicit info from some random NPC. Luckily (1) the rules don't prevent me from roleplaying, and (2) I don't need rules to tell me how to roleplay. I actually don't like Diplomacy for the most part, since I've had PC's rely on that rather than think "Hm, how should I approach this." It's a crutch I'd rather not have my group rely on. No system is perfect ... That's the stuff I'd rather leave to Traits, the character's bio, etc. Any PC, of any class, is free to take a Paladin's Oath or sweet-talk a lady. Yeah, Mearls should definately leave the marketing (and class names) to Monte. I never pay too much attention to marketing hype anyway though, and try to tease rules apart from how the designer expects me to use them. I don't plan on asking Mearl's permission to use IL to run a city-based, plot-heavy adventure (not that I'm saying you or anyone else would). I just need to know if the rules do what I expect them to. So far, I think they will. [/QUOTE]
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