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Iron Lore: Malhavoc's Surprise?
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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 2273504" data-attributes="member: 6533"><p>There's no doubt about any of that, except that there are more than a few occasions where the two heroes plow into multiple opponents it is one of the staples of the genre, but I don't see where you're getting that IL is somehow a violation of that ethos.</p><p></p><p>If anything the introduction of archers with the abilities listed finally makes it possible for people to fear ranged attacks without irony.</p><p></p><p>I take a lot of hope from the most recent design diary. A dragon fight is described in which the characters have to use the terrain, tactics, and heroic daring to take it down, all without dipping into flavor text, and the dragon uses the same to fight against them.</p><p></p><p>If anything what IL is doing is not making it possible to play DnD with heroic fantasy characters so much as to make DnD a heroic fantasy world. One in which effort dedicated to the individual task recieves a concrete reward.</p><p></p><p>An archer who isn't stealthy and doesn't set up her position so that she has time to aim the shot is completely screwed in a way that I have yet to see paralleled in other GnG games. A Conan or BCCS archer doesn't have to do anything other than surprise the opponent and doesn't have any options for stealth beyond that. True of heroic mortal exalted as well. The token system makes an ambush on the part of an archer a multi-round process involving a lot of tactical sophistication and culminating in a shot that should prove to be satisfyingly deadly no matter what level of play you're working with.</p><p></p><p>I can accept that IL characters are heroic, and at high levels Heroic, but super-heroic I just don't see.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 2273504, member: 6533"] There's no doubt about any of that, except that there are more than a few occasions where the two heroes plow into multiple opponents it is one of the staples of the genre, but I don't see where you're getting that IL is somehow a violation of that ethos. If anything the introduction of archers with the abilities listed finally makes it possible for people to fear ranged attacks without irony. I take a lot of hope from the most recent design diary. A dragon fight is described in which the characters have to use the terrain, tactics, and heroic daring to take it down, all without dipping into flavor text, and the dragon uses the same to fight against them. If anything what IL is doing is not making it possible to play DnD with heroic fantasy characters so much as to make DnD a heroic fantasy world. One in which effort dedicated to the individual task recieves a concrete reward. An archer who isn't stealthy and doesn't set up her position so that she has time to aim the shot is completely screwed in a way that I have yet to see paralleled in other GnG games. A Conan or BCCS archer doesn't have to do anything other than surprise the opponent and doesn't have any options for stealth beyond that. True of heroic mortal exalted as well. The token system makes an ambush on the part of an archer a multi-round process involving a lot of tactical sophistication and culminating in a shot that should prove to be satisfyingly deadly no matter what level of play you're working with. I can accept that IL characters are heroic, and at high levels Heroic, but super-heroic I just don't see. [/QUOTE]
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