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Iron Lore: Malhavoc's Surprise?
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<blockquote data-quote="Irda Ranger" data-source="post: 2303096" data-attributes="member: 1003"><p><strong>My thoughts on the chat transcript</strong></p><p></p><p></p><p>Probably. I apologize for that. I wanted to present the the quotes as a tabula rasa, but couldn't quite help myself.</p><p></p><p>As for <u>CR Equivalence</u>, Celebrim pretty much summed it up.</p><p></p><p>At first Wulf's comments eased my apprehension, but then I saw the updated <em>Iron Heroes Bestiary</em> page.</p><p></p><p>I was really hoping Mearls was serious when he said that you could "plug and play" IH classes with D&D adventures. I didn't know how he was going to do it, but I had faith. Apparently, his version of "plug and play" looks a little too much like "DIY modding" for my comfort. If there was anything I didn't like about Grim Tales (and there wasn't much), it was the whole figurin' out CR and EL thingy. It wasn't that it didn't work (it worked like clockwork), it just that I don't have enough free time/ inclination to do that sort of thing. I want the rules to "just work", and work simply, without a lot of tinkering or calculations. I'm lazy like that. </p><p></p><p>By the way, I also notice this on the same page:</p><p></p><p></p><p>A whole two dozen? They better be darned interesting monsters. Maybe the villain classes will make it worth it. I always liked a good villain.</p><p></p><p>Oh well, enough griping. At this point I still plan on getting the book (which is high praise from me, since I buy so few RPG books). On to positive things.</p><p></p><p></p><p>Spot. On.</p><p></p><p>As many people have pointed out, <em>Teleport</em> would have made short work of <em>The Lord of the Rings</em>. <em>Raise Dead</em> makes sacrifice impossible and heroic death meaningless. I am so looking forward to having these gone from my game (yes, it's easy to ban specific spells; but it's very hard to ban so many that the game's fundamental assumptions are out of whack).</p><p></p><p></p><p>But you're not "doing nothing", you're doing something useful and beneficial. Calling collecting Token "doing nothing" is the same as calling Readied Actions "doing nothing" or using a Spellcraft check to observe an enemy spellcaster "doing nothing." You're just not swinging a sword/ firing a missile. I like that. I like that PC's can "think" their way to being more effective.</p><p></p><p>I don't have much to say about the classes that don't have Tokens. I'm sure they're fine the way they are. If Mana works the way I think it does though, I don't know why they aren't just called "Mana Tokens." Perhaps you'd have to except them from so many other Token-based rules that it just wasn't worth it.</p><p></p><p>As for the wealth awards ...</p><p></p><p></p><p>Mike kind of avoided/ misunderstood the question here. Wiz-Of-Ice was really asking "What can be done with money once you get it?" and Mike answered the question "How can money and experience be given out?" Not the same.</p><p></p><p>Nonetheless, it's an interesting insight. I remember the good 'ol days, when Thieves earned 2 XP per GP recovered. Man, you sure could advance quickly then. Anyway, I'm not sure I would use this rule, but it's an interesting take on the "story based" XP awards. It also flies directly in the face of "9 times out of 10, roll initiative" comments. Never, never, never hire Mike Mearls to do marketing. </p><p></p><p>The comment also reinforces the concept that wealth and level are independent concepts, which I think is only sensible.</p><p></p><p>It does leave the question begging: What <em>do</em> you do with all the gold? I'm not sure how much vicarious enjoyment my players would get from Ale & Whores.</p><p></p><p></p><p>Hmmm. I suppose once you get used to it it's Ok, but I never liked the "calculate on the fly" spell systems. Keeping track of initiative, HP, and what everyone else is doing is often enough to occupy my attention. Calculating a spell effect is just one more thing. I'll definately give it a shot, especially if the number of variables you have to figure for are low enough.</p><p></p><p>The one thing I don't like about <em>a la carte</em> spell systems is that they're either way to restrictive (by allowing you to only purchase effects from a list) or way to open ended (like Mage: The Ascension, where anything is possible, but must be adjudicated every single time). I've never seen one that allows for a happy medium of interesting spells (such as can be found in the Player's Handbook or Arcana Unearthed) while not requiring constant adjudication. We'll see.</p><p></p><p>I would also draw your attention to the bolded "can" in the quote. Not every Arcanist will be able to disperse energy at will it seems. I would assume that this power must be purchased, at the opportunity costs of other powers.</p><p></p><p>I also wonder if Traits will determine what an Arcanist is capable of. If so, you might be quite restricted in switching what kind of caster you want to be part-way through your adventuring career.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 2303096, member: 1003"] [b]My thoughts on the chat transcript[/b] Probably. I apologize for that. I wanted to present the the quotes as a tabula rasa, but couldn't quite help myself. As for [U]CR Equivalence[/U], Celebrim pretty much summed it up. At first Wulf's comments eased my apprehension, but then I saw the updated [I]Iron Heroes Bestiary[/I] page. I was really hoping Mearls was serious when he said that you could "plug and play" IH classes with D&D adventures. I didn't know how he was going to do it, but I had faith. Apparently, his version of "plug and play" looks a little too much like "DIY modding" for my comfort. If there was anything I didn't like about Grim Tales (and there wasn't much), it was the whole figurin' out CR and EL thingy. It wasn't that it didn't work (it worked like clockwork), it just that I don't have enough free time/ inclination to do that sort of thing. I want the rules to "just work", and work simply, without a lot of tinkering or calculations. I'm lazy like that. By the way, I also notice this on the same page: A whole two dozen? They better be darned interesting monsters. Maybe the villain classes will make it worth it. I always liked a good villain. Oh well, enough griping. At this point I still plan on getting the book (which is high praise from me, since I buy so few RPG books). On to positive things. Spot. On. As many people have pointed out, [I]Teleport[/I] would have made short work of [I]The Lord of the Rings[/I]. [I]Raise Dead[/I] makes sacrifice impossible and heroic death meaningless. I am so looking forward to having these gone from my game (yes, it's easy to ban specific spells; but it's very hard to ban so many that the game's fundamental assumptions are out of whack). But you're not "doing nothing", you're doing something useful and beneficial. Calling collecting Token "doing nothing" is the same as calling Readied Actions "doing nothing" or using a Spellcraft check to observe an enemy spellcaster "doing nothing." You're just not swinging a sword/ firing a missile. I like that. I like that PC's can "think" their way to being more effective. I don't have much to say about the classes that don't have Tokens. I'm sure they're fine the way they are. If Mana works the way I think it does though, I don't know why they aren't just called "Mana Tokens." Perhaps you'd have to except them from so many other Token-based rules that it just wasn't worth it. As for the wealth awards ... Mike kind of avoided/ misunderstood the question here. Wiz-Of-Ice was really asking "What can be done with money once you get it?" and Mike answered the question "How can money and experience be given out?" Not the same. Nonetheless, it's an interesting insight. I remember the good 'ol days, when Thieves earned 2 XP per GP recovered. Man, you sure could advance quickly then. Anyway, I'm not sure I would use this rule, but it's an interesting take on the "story based" XP awards. It also flies directly in the face of "9 times out of 10, roll initiative" comments. Never, never, never hire Mike Mearls to do marketing. The comment also reinforces the concept that wealth and level are independent concepts, which I think is only sensible. It does leave the question begging: What [I]do[/I] you do with all the gold? I'm not sure how much vicarious enjoyment my players would get from Ale & Whores. Hmmm. I suppose once you get used to it it's Ok, but I never liked the "calculate on the fly" spell systems. Keeping track of initiative, HP, and what everyone else is doing is often enough to occupy my attention. Calculating a spell effect is just one more thing. I'll definately give it a shot, especially if the number of variables you have to figure for are low enough. The one thing I don't like about [I]a la carte[/I] spell systems is that they're either way to restrictive (by allowing you to only purchase effects from a list) or way to open ended (like Mage: The Ascension, where anything is possible, but must be adjudicated every single time). I've never seen one that allows for a happy medium of interesting spells (such as can be found in the Player's Handbook or Arcana Unearthed) while not requiring constant adjudication. We'll see. I would also draw your attention to the bolded "can" in the quote. Not every Arcanist will be able to disperse energy at will it seems. I would assume that this power must be purchased, at the opportunity costs of other powers. I also wonder if Traits will determine what an Arcanist is capable of. If so, you might be quite restricted in switching what kind of caster you want to be part-way through your adventuring career. [/QUOTE]
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