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Iron Lore: Malhavoc's Surprise?
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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 2303824" data-attributes="member: 6533"><p>We have no indication that multi-class characters do not exist.</p><p></p><p>BCCS is the Black Company Campaign Setting. The setting is one thick book remarkable for four reasons:</p><p></p><p>- it's a really good compendium of information on the series in question</p><p></p><p>- it had very cool rules for grit in DnD that were minimally invasive, including nice stuff for ambushes and a more n decent system of action points</p><p></p><p>- a nice mass combat system which I like very well with one major flaw, IMO</p><p></p><p>- a talent based magic system, the magic of the books in question was remarkable for four reasons: very flexible at low levels, very slow and massively deadly at high levels, being rampable that is that a low level guy could produce a high level effect given time, and a wizard was the equal of an army and vice versa. Wizards could easilly turn battles but they could also be taken out by one good company. The RPG managed to achieve all of these effects very well and missed only one or two other things from the books.</p><p></p><p>I primarilly mentioned it because of the spells as feats system. It seemed to work very well, characters weren't all that limited at low levels because having a spell feat like 'shield' gave you a lot of flexibility. Spellcasters were interesting because in battle they were very much a strategic rather than tactical resource, relying a great deal on their power over environment and minds to turn things in the favor of their fellow combatants. Even at the high levels they were more like bombers than artillery, sometimes very literally.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 2303824, member: 6533"] We have no indication that multi-class characters do not exist. BCCS is the Black Company Campaign Setting. The setting is one thick book remarkable for four reasons: - it's a really good compendium of information on the series in question - it had very cool rules for grit in DnD that were minimally invasive, including nice stuff for ambushes and a more n decent system of action points - a nice mass combat system which I like very well with one major flaw, IMO - a talent based magic system, the magic of the books in question was remarkable for four reasons: very flexible at low levels, very slow and massively deadly at high levels, being rampable that is that a low level guy could produce a high level effect given time, and a wizard was the equal of an army and vice versa. Wizards could easilly turn battles but they could also be taken out by one good company. The RPG managed to achieve all of these effects very well and missed only one or two other things from the books. I primarilly mentioned it because of the spells as feats system. It seemed to work very well, characters weren't all that limited at low levels because having a spell feat like 'shield' gave you a lot of flexibility. Spellcasters were interesting because in battle they were very much a strategic rather than tactical resource, relying a great deal on their power over environment and minds to turn things in the favor of their fellow combatants. Even at the high levels they were more like bombers than artillery, sometimes very literally. [/QUOTE]
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