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Ironclaw Thread?
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Or at least, I have a couple questions about the system that maybe someone knows.

1) I see Gifts for being a magic apprentice, and a spell list, but no mention anywhere of how to actually learn or cast spells.

2) I also can't seem to find consolidated Grappling rules. There's a bare mention of it (that the weapon used to grapple can't be used for anything else during, and that you can't move until you aren't being grappled), but there doesn't seem to be anything to it other than grab or not-grab. I ask because I've heard this system has really good grappling rules, but I can't find them.

And I suppose general Ironclaw Thread, if anyone has anything to say.
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>tfw no modern Zootopia version of Iron claw.
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>>47670242
Gurps
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>>47670195
>1) I see Gifts for being a magic apprentice, and a spell list, but no mention anywhere of how to actually learn or cast spells.

The gifts provide the spells. You exhaust the gift to ready the spell into your hand/wand/rod, then an attack action to use it.

Lets take elemental apprentice (pg 84/85) as the example gift. At the bottom of the gift description is says X (Battle) Action "ready Elemental weapon"

At the bottom it lists several spells:
Create Air
Create Earth
Create Water
Ignite Fire
Move Air
Move Earth
Move Fire
Move Water

You take one action to choose one of those and ready it into your hand, rod or wand. This exhausts the gift of Elemental apprentice.
To actually use the spell, you then need to cast it at someone with an attack action. Page 99 shows what you roll to use those spells. Now you no longer have the spell ready to use

Since Elemental Apprentice is exhausted, you can't use it again until you refresh it. Since it's a battle refresh, this mean you just need to spend an action refreshing it.
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>furries
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>>47670242
Ironclaw doesn't have any rules for handling size differences. Which is going to be a problem for doing Zootopia, as the size differences are a big deal.
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>>47670907
I was actually going to use Ironclaw to run a Zootopia-esque campaign, and I hadn't thought about that.

What would be a good houserule for it? Do any other systems do it well and are adaptable?
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>>47670878
Alright, so that's how you cast it. So you just know all the spells you qualify for or? (looking at the list on page 286)
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I don't think there's actually a modern setting anthropomorphic animal RPG. Like, you have stuff like Ironclaw/Jadeclaw. World Tree, Usagi Yojimbo RPG for your various fantasy and historic things, Albedo and Justifiers for your future needs. Then there's Furry Pirates for your Age of Sail desires, After the Bomb for the end of the world and what's left of it. There's nothing truly modern or near future, unless you dig into TMNT and Other Strangeness (of which After the Bomb is a supplement.)
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>>47671022
Port in the Size Modifier rules from GURPS.

Size is neither advantage or disadvantage, sort of a tradeoff (a [0] point feature).
Each size range gets a value human sized gets a 0, 3 yards tall gets a +1, I believe it's 5 yards for a +2... most giants in my fantasy games never get past +3 or 4...
Small things get a negative SM.
Like a DnD Dwarf might get a -1 (or 0), a halfling at -1 or -2... a housecat or pixie is -4 or so.

These values modify grappling rolls to benifit being larger as well as reduce the price of raising the strength stat above the default level (could be replaced with a stat bonus).
They also modify perception (especially vs sneaking), ranged combat, and a couple other things to benifit being smaller.

Adjust the size ranges so that there are only a few (maybe tiny pests, small game, medium whatevers, large preditors, and huge beasts) and set the modifiers to a comfortable range.
It has been a while since I've played but -2 to +2 might still be sufficant.
Add to strength and grappling rolls, invert/subtract from stealth and ranged combat.

...Honestly though GURPS does furry really well.
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>>47671432
You know a spell if you have a gift that gives you that spell. To get a new spell, you need to take a gift that gives it to you.

Some spells don't work the same was as magic weapons. For example, look at Whilte Magic Apprentic on page 87. It gives you the magic weapons Repudiation and Rebuke, which work as described.

It also gives magic that you use by taking a rally action. Mechanically that works by giving you extra options to choose from after you take a rally action.

Thaumaturgy Apprentice has magical effects that apply only while you are under the effect of a guard action.

Read the description of each gift you have. That will tell you what magic you know and how to use it.
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>>47671683
The issue was that I didn't realize the spells in the list (again, starting on 286) are actually *each* gifts. Which I can't wrap my head around because it seemed like you don't get very many Gifts at all, so it kills how many options you have to play with.
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>>47671762
If you GM is awarding XP as listed in the rulebook, you should be getting 3 a session. A gift costs 10.

Plus there are the gifts you get for completing your goals. Though the GM gets to pick them, but you can refund any you don't like.

Personally I found that a bit slow, so I awarded double XP when I ran an Ironclaw game.
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>>47671513
If I remember correctly, Ironclaw can't really have flat +/- 2 though, except for damage, right? Maybe it'd be better to have five or six size categories, which would give a size advantage die to the larger actor. Like each step of difference gives d4, then d6, etc..
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>>47671022
>>47671513
I know the D6 system does scale as well, but it's old and not as supported as GURPS. You could also use Mini Six if you're willing to homebrew and extrapolate scales.
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>>47671762
Well, you don't really.

At least not like a DnD wizard does.

Magic is a tool for your character in ironclaw and like any tool has specialised uses. Most of the gifts are vague enough to allow fun and creative ways to use it but you won't ever be some tower wizard with a spell for every occasion. It just suplements your character.
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>>47673799
Yeah, I honestly forgot how the core mechanic worked, I got it mixed up with some other game.
I have no idea how to do this other than abstracting size into the stats.

I think this is implied by the race stat already. Bigger creatures get to claim it on things that require bigger bodies and the opposite.
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