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Iron Heroes: News und Infos

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8t88:
Das mit den Token klingt mehr als nur genial! :o

Behält man die, für änger als eine Runde, oder sind die wie Temporäre DramaDice der Aldana zu verstehen (7th Sea) die bleiben (beim Schnörkel) auch nur für diese Kampfphase bestehen.

Also:
Halte die Token nur eine R, oder einen Encounter, oder kann ich die auch über 3 Kampagnien mit mir rumschleppen?!

Selganor [n/a]:
Details gibt's noch nicht (saemtliche Infos die bisher veroeffentlicht wurden duerften in diesem Thread sein), aber es scheint drauf anzukommen... Der Archer behaelt seien Tokens so lange bis er den Gegner wechselt (und muss dann wieder neu anfangen seine "Aim Tokens" zu sammeln, der Hunter kriegt bei jedem Encounter "Tactical Tokens" dazu und der Berserker kriegt wohl "Fury Tokens" jedesmal wenn er Schaden kriegt.

Selganor [n/a]:
Keine Angst... nicht wirklich, nur weil eine "Iron Lore"-Softwarefirma der Meinung ist man koennte die beiden verwechseln hat Malhavoc (anstelle den Erscheinungstermin unnoetig rauszuzoegern) einfach von "Iron Lore" auf "Iron Heroes" gewechselt.

Bei der Gelegenheit sei auch nochmal der neue Erscheinungstermin (25.Juli) genannt, der wohl eingehalten werden sollte (da das Buch gerade zum Drucker geht)

Und um neben Ankuendigungen noch etwas ueber den Inhalt zu sagen ist ein Artikel zur Feat Mastery auch noch on

Selganor [n/a]:
Ein paar Infos aus einem Chat:

CR Equivalence


--- Zitat ---Stalker0 (May 26, 2005 8:27:27 PM)
Question: Iron Heroes are apparantely able to go toe to toe with an equivalent CR encounter. How do high level Iron Hero characters deal with creatures that can make you fly, turn you to stone, or send you to another plane without the great deal of magic items that typical Pcs enjoy?

Mike Mearls (May 26, 2005 8:28:41 PM)
There's a variety of ways you can deal with this. In many cases, the question applies equally to D&D. If the party wizard can't do planar travel, and you don't have a cleric, you might be stuck in either game. So, on some level the DM has to work around such things.

Mike Mearls (May 26, 2005 8:29:58 PM)
The key from a mechanical perspective lies in a few minor, but important, changes to th system. For example, who says that level drain has to work the same in all d20 games? Stuff like that. There is also some advice on working with such abilities in, I believe, the monster book. For instance, if a PC is turned to stone by a medusa, the PCs might have to go on a quest to find the elixir to cure him.

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Token Use by Class



--- Zitat ---cupchurch (May 26, 2005 8:33:22 PM)
Do all of the IH classes use the token mechanic?

Mike Mearls (May 26, 2005 8:34:28 PM)
Nope, just most of them. IIRC, men-at-arms, the harrier, and the arcanist do not use tokens. The harrier just didn't fit with tokens, while the man-at-arms was consciously developed for players (likely casual gamers) who wanted to keep their character as close to a D&D one as possible. It's a sort of bridge class, though it still has plenty of fun options.    

--- Ende Zitat ---

Wealth vs. Experience Awards



--- Zitat ---wizofice (May 26, 2005 8:51:42 PM)
Mike, there's a thread in the Iron Heroes forum where people are making guesses as to (since there's not much in the way of magic items), where does all the gold go? Care to comment?

Monte Cook (May 26, 2005 8:52:17 PM)
That's a topic well-handled in the Mastering Iron Heroes book.

Mike Mearls (May 26, 2005 8:53:29 PM)
That's covered in the DM's book. I give a few options and ideas, particularly with the alternate XP systems. For instance, let's say you want to run a game where the PCs are criminals, and maybe they don't trust each other. In that sort of game, you might award XP for the gold they recover. If a PC steals something without the rest of the party knowing about it, he might get bonus XP for that. When you pull money away from its current place in D&D (it's basically your point total for the point-buy/magic item part of character creation) you can do some really interesting stuff.    

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Spell Recipes



--- Zitat ---Mike Mearls (May 26, 2005 8:58:50 PM)
The arcanist gains access to spell methods and a set of arcane class abilities. For example, you can create an arcanist who can blast his enemies with bolts of energy at will. The spell system takes a little getting used to. In essence, you gain access to a few spell recipes that you use to build spell effects. So, for an attack spell you choose the damage, area of effect, and energy type, then cast the spell. The more options a spell has, and the more abilities it features, the harder it is to cast and the more mana it costs.    

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The Implied Setting



--- Zitat ---Mike Mearls (May 26, 2005 9:00:48 PM)
There really isn't an implied setting, per se. There's a sample setting called the Swordlands that touches on a lot of classic, pre-Terry Brooks/Tolkien clone sword & sorcery. Gamers are familiar enough with the style of play in Iron Heroes that I think an implied setting would just get in the way.
--- Ende Zitat ---

Selganor [n/a]:
Und der naechste Teil des Design Diary's: Power Attack und Weapon Finesse

Damit werden Kaempfende mal echt "taktisch".

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