Quote (AyeCaramba @ Tue, Oct 13 2009, 03:08pm)
Except of course that this concept isn't D2 ironman any more than the lvl 9 pvp stuff.
Your version is a very non-standard variation, and should not be treated as the accepted Irnoman rules for D2. There are minor variations to the above, but that is pretty much the essence of it.
If you simply read what I wrote, even at the beginning, you'd realize Ironman "duels" as it portrays today, is nothing like what Ironman truly is for D2. and it's not my version, it's d2's oldest community's true and only version.
e/
Quote
I'd like to start off by saying that unlike what you may have heard, Ironman is NOT the grushed level 9 HC duels "to the death". Ironman is opposite to this both in being strictly pvm and by actually "staying alive".
The rules you quoted:
Quote
Ironman Rules
- Party of all new characters, no gifts/trading/playing with outsiders in any way.true
- Party is on its own, no use of town NPC's except where required by quests. Players may speak to NPC only while it has an "!" over its head, and then only do the business relating to the quest.nope, has no relation to the ironman group. there are no restrictive rules regarding visits/healing, the whole point is staying alive
- When a character dies, it is eliminated. Period. Effectively Hardcore whether the game is played HC or Soft.true
- Ironmen fight what they face, and must clear a clean "path" from town to the Act boss, killing all bosses seen on the way or known to be in an area along the path.And not leave to town in the middle or so? If so, that's also different
- All quests must be done. All waypoints must be visited. Again, no restrictive rules regarding this
- Once an Act is finished, you may not come back to it.Again, no restrictive rules regarding this
- No repeating areas to gain experienceAgain, no restrictive rules regarding this
- Game may be halted and recontinued when any WP is found or Act finishedAgain, no restrictive rules regarding this
All players must be present in game continuations. It's a party game.true
Key Implications:
- No repairs, no buying/selling, no gambling whatsoever.no need for such a rule in an all-naked char
- No town healing except incidental when NPC has '!'. Cain ID is a one time Act I bonus.Again, no restrictive rules regarding this
- Resource management, weapon durability, and deciding what to ID, become key issues.naked chars..
- "Optional" areas, not on path and not involved in a quest, remain optional. It's a trade off between some extra experience, additional chances to die, and taking longer to finish an already long and grueling game. Again, no restrictive rules regarding this
- Free mercenaries will be received in Acts 1 and 3. They may be used, and will likely die due to lack of town-NPC-regen. New mercs may NOT be hired.This I have forgotten, true! Only the quest bonus a1 merc is allowed to have and only once, when she's gone, there's no ressurecting her. Restrictive to all other merc types including the a1 merc in the character's future progress
Quote (Faelwen @ Tue, Oct 13 2009, 03:03pm)
Suppose you come across say, a Griffon's Eye or something else in that category (including high runes).
Now, would you, as a team, leave it there on the ground?
Can you resist the temptation to pick it up and store it on another char?
you can pick up the items, stash them and sell them later or w/e you want. under no circumstances are you allowed to use them in ur char. as far as inventory goes, you have a free hand. ofc you're not allowed to have identified charms in your inventory, that can aid you in anyway.
This post was edited by Synonym on Oct 13 2009 07:38am