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Iron Lore: Malhavoc's Surprise?
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<blockquote data-quote="Cerbie" data-source="post: 2276090" data-attributes="member: 26675"><p><strong>Some thoughts...</strong></p><p></p><p>I think I'll wait for IL for my campaign now. I got WoT d20, and have been using that for a base, and done well, I think. Converting magic has had some minor hitches, though. However, even when working well, there's been a major problem: portability.</p><p></p><p>I can make stunts (I was going to base it on playing cards), rework skills, and get a skill-based magic system going, and have it work as functional knowledge. I can get specializations in weapons working well (and will likely do a archer->gunslinger conversion--and someone else should have named the class <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=":)" />), and gotten inherit combat benefits into already-taken skills that would normally be bought for rounding out the character. Thus far, I haven't liked what many games have tried to do to implement it.</p><p></p><p>...but not only is it time-consuming, it is snowballs. I can't get it all working on my own in such a way that I could drop in a rust monster, or dragon, or random cool NPC badass. With IL claiming approximate compatibility to normal D&D (is this a reason for being OGL rather than d20?), and almost certain to actually have it, it will make DM prep far easier than what I have been working on. While I also tend not to favor games with metric tons of classes (IMO, over 5 <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=":)" />--combining the WoT classes was dead simple), the multiclassing combinations from the released preview classes (Hunter and Archer) look good enough to let that slide.</p><p></p><p>Unless the Arcanist is total crap (and the way there have been pretty much <strong>0</strong> details about it so far, I doubt it is <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=":)" />), I will buy and use IL.</p></blockquote><p></p>
[QUOTE="Cerbie, post: 2276090, member: 26675"] [b]Some thoughts...[/b] I think I'll wait for IL for my campaign now. I got WoT d20, and have been using that for a base, and done well, I think. Converting magic has had some minor hitches, though. However, even when working well, there's been a major problem: portability. I can make stunts (I was going to base it on playing cards), rework skills, and get a skill-based magic system going, and have it work as functional knowledge. I can get specializations in weapons working well (and will likely do a archer->gunslinger conversion--and someone else should have named the class :)), and gotten inherit combat benefits into already-taken skills that would normally be bought for rounding out the character. Thus far, I haven't liked what many games have tried to do to implement it. ...but not only is it time-consuming, it is snowballs. I can't get it all working on my own in such a way that I could drop in a rust monster, or dragon, or random cool NPC badass. With IL claiming approximate compatibility to normal D&D (is this a reason for being OGL rather than d20?), and almost certain to actually have it, it will make DM prep far easier than what I have been working on. While I also tend not to favor games with metric tons of classes (IMO, over 5 :)--combining the WoT classes was dead simple), the multiclassing combinations from the released preview classes (Hunter and Archer) look good enough to let that slide. Unless the Arcanist is total crap (and the way there have been pretty much [b]0[/b] details about it so far, I doubt it is :)), I will buy and use IL. [/QUOTE]
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