Author Topic: review: Iron Kingdoms  (Read 7458 times)

Mad Dr Jeffe

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Re: review: Iron Kingdoms
« Reply #60 on: November 16, 2004, 03:38:21 AM »
but I want it now, now, now!  :)
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Entsuropi

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Re: review: Iron Kingdoms
« Reply #61 on: November 16, 2004, 04:04:42 AM »
I like the sig quote, jeffe. :)
If you're ever in an argument and Entropy winds up looking staid and temperate in comparison, it might be time to cut your losses and start a new thread about something else :)

Fellfrosch

Mad Dr Jeffe

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Re: review: Iron Kingdoms
« Reply #62 on: November 16, 2004, 04:06:24 AM »
I do too... Its exactly how I feel about history....

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The Holy Saint, Grand High Poobah, Master of Monkeys, Ehlers

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Re: review: Iron Kingdoms
« Reply #63 on: November 16, 2004, 09:44:43 AM »
it's exactly how I intend to TREAT history.

Mad Dr Jeffe

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Re: review: Iron Kingdoms
« Reply #64 on: November 16, 2004, 04:56:39 PM »
I would like to point out here in the forums that the Compleat Strategist in 7 Corners VA, is possibly the worst run, most disorganized game store ever. I do not use those terms lightly, the manager a far from ambulatory grossly overweight man (500 pounds at least) sits in his wheelchair, gurgling (Im not kidding) and barely rolls two feet from behind the counter all day. No one in the store has any idea what they have in stock. Even if they had some sort of computer system I doubt things would be organized. Nothing is in a coherent section. There are piles of trash on the floor, discarded burger wrappers and the like. I feel like I need a tetanus shot... but a least I have the Iron Kingdoms Players guide, and I know where I can find Locked and Loaded and the Monsternomicon.

Was it worth it...

well If my arm doest fall of thanks to getting this book, it was.
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Spriggan

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Re: review: Iron Kingdoms
« Reply #65 on: November 16, 2004, 07:41:12 PM »
You don't need Locked and Loaded anymore Jeffe, the Players guide superseids it.  Ya there are a few things that L&L go into that's not in the PG, but the world guide that's comming out in January or Febuary will have most of that in it.  Also they're working on a 3.5 version of the monsternomicom for next year as well.
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Mad Dr Jeffe

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Re: review: Iron Kingdoms
« Reply #66 on: November 16, 2004, 08:26:12 PM »
Still 11 bucks for a full sized color poster map...

Now will that be a monsternomicon 2? or just a revamped 3.5 book...


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Spriggan

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Re: review: Iron Kingdoms
« Reply #67 on: November 16, 2004, 08:29:34 PM »
Ya, the full color map is a good deal.

it's supposed to be a 3.5 update and possible new stuff.  Privateer isn't talking much about it since they're busy getting the World Guide out.  If you buy the monsernomicon there's a conversion thead that has somepeople (includeing one of the main writers of it) converting things to 3.5, though not everything is covered.

Here's the link http://forums.privateerpress.com//index.php?showtopic=6459
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Mad Dr Jeffe

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Re: review: Iron Kingdoms
« Reply #68 on: November 17, 2004, 12:50:25 AM »
ok this is going to sound like a dumb question, but Ive never played a magic user character before in D20 and my Mongoose Players guide isnt very clear. Im rolling up an Arcane Mechanik character and am curious what level spells I have access too

I rolled a 15 for my intelligence level
Which I think gives me a lvl 1 spell slot and a lvl 2 spell slot.

Or does it mean I get an extra one a lvl 1 and another at level 2.

Arcane mechanik can cast 2 lvl 0 spells at lvl 1


Im just curious.
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Spriggan

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Re: review: Iron Kingdoms
« Reply #69 on: November 17, 2004, 01:21:21 AM »
it's a one time bonus, so he gets one bonus 1st and one bonus 2nd.  Though he has to be able to cast that spell level to get it.  So in your example your arcaine Mechanik would get one bonus 1st level spell, and once he could cast 2nd level spells (3rd level I beleave) he gets one bonus 2nd level spell.
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Mad Dr Jeffe

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Re: review: Iron Kingdoms
« Reply #70 on: November 17, 2004, 02:40:28 AM »
Ok so no 1st level spells till lvl 3 and no second lvl spells till lvl 4.

Doh!...
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Mad Dr Jeffe

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Re: review: Iron Kingdoms
« Reply #71 on: November 17, 2004, 02:45:14 AM »
time to push the limit on those cantrips, and to carry a big wrench...
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Mr_Pleasington

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Re: review: Iron Kingdoms
« Reply #72 on: November 17, 2004, 02:50:16 AM »
Cantrips are pretty awesome though.  There are some really, really smart uses for some of them once you really start thinking about it.

Mad Dr Jeffe

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Re: review: Iron Kingdoms
« Reply #73 on: November 17, 2004, 02:52:19 AM »
And take the Jack handling skill so I can send my steamjack buddy to smash up a bar.
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Spriggan

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Re: review: Iron Kingdoms
« Reply #74 on: November 17, 2004, 03:37:43 AM »
lol, no GM would give you a Jack at first level, they cost like 30k plus.  But ya it would be fun.
Screw it, I'm buying crayons and paper. I can imagineer my own adventures! Wheeee!

Chuck Norris is the reason Waldo is hiding.