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Iron Heroes General Discussion: why do you like or dislike Iron Heroes?
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<blockquote data-quote="monboesen" data-source="post: 2779790" data-attributes="member: 4647"><p>You asked me in another thread to go to this one and commment, so I will do my best.</p><p></p><p>I have DM'ed a new Iron heroes game for a couple of months now and the positives that spring to mind are.</p><p></p><p>1. No more magic item dependency. In fact no magic items at all so far. Should I ever introduce them they will be of the kind that are needed for some purpose but have terrible drawbacks.</p><p></p><p>2. Feat masteries. Series of feats with a common theme (like Dodge) that you can build up by taking more feats within the mastery that makes the basic bonus better or allow for new related abilities. (for instance Dodge mastery 1 works almost just like Dodge. But if you spend feats on Dodge mastery 3 and 4 you can now use dodge vs. two opponents and occasionally make them hit each other when they miss you).</p><p></p><p>3. Tokens. A wonderfull way to get around x/times per day abilities and still be limited.</p><p></p><p>4. Skill groups and that skills in general (and in combat) are much more usefull (and needed due to the no magic item baseline).</p><p></p><p>5. Combat challenges and Stunts. A system that allows for cinematic combat ala Pirates of the Carribian, Three musketeers and Hong kong kung fu madness.</p><p></p><p>6. Classes that have distinctly different feel and mechanics but dosn't shoehorn you into specific roles. You are no longer "Bob the Fighter" or "Dalmont the Rogue". Instead you are "Mylon, the merchant turned freedom fighter" or "Cheebon, the tribesman who left his people out of shame". When all classes essentially are fighters it makes my players concentrate more on WHO they are instead of WHAT they are.</p><p></p><p></p><p>There are also things that IMO does not work so well from Iron heroes.</p><p></p><p>1. The magic system needs a lot of work. The author has himself admitted that they simply did not have the time to finish it.</p><p></p><p>2. A couple of the classes could use a bit of tinkering and testing. The armiger and weapon master springs to mind in this category.</p><p></p><p>3. Armor is not really worth it past the first levels. Unless you spend a lot of feats on improving your ability with armor. Only two of the many fighting classes can even use heavy armor and most of the other classes would be severly hindered by wearing it.</p><p></p><p>4. Its to easy to deny PC classes most of their AC (which comes from a bonus that increases with level) with skill checks. This opens up for massive attacks with Power attack and/or sneak attack against AC 10.</p><p></p><p></p><p>Hmm. That covers my initial thoughts. All in all its the "limited magic, limited healing, but crazy combat action" that makes it work for my group.</p></blockquote><p></p>
[QUOTE="monboesen, post: 2779790, member: 4647"] You asked me in another thread to go to this one and commment, so I will do my best. I have DM'ed a new Iron heroes game for a couple of months now and the positives that spring to mind are. 1. No more magic item dependency. In fact no magic items at all so far. Should I ever introduce them they will be of the kind that are needed for some purpose but have terrible drawbacks. 2. Feat masteries. Series of feats with a common theme (like Dodge) that you can build up by taking more feats within the mastery that makes the basic bonus better or allow for new related abilities. (for instance Dodge mastery 1 works almost just like Dodge. But if you spend feats on Dodge mastery 3 and 4 you can now use dodge vs. two opponents and occasionally make them hit each other when they miss you). 3. Tokens. A wonderfull way to get around x/times per day abilities and still be limited. 4. Skill groups and that skills in general (and in combat) are much more usefull (and needed due to the no magic item baseline). 5. Combat challenges and Stunts. A system that allows for cinematic combat ala Pirates of the Carribian, Three musketeers and Hong kong kung fu madness. 6. Classes that have distinctly different feel and mechanics but dosn't shoehorn you into specific roles. You are no longer "Bob the Fighter" or "Dalmont the Rogue". Instead you are "Mylon, the merchant turned freedom fighter" or "Cheebon, the tribesman who left his people out of shame". When all classes essentially are fighters it makes my players concentrate more on WHO they are instead of WHAT they are. There are also things that IMO does not work so well from Iron heroes. 1. The magic system needs a lot of work. The author has himself admitted that they simply did not have the time to finish it. 2. A couple of the classes could use a bit of tinkering and testing. The armiger and weapon master springs to mind in this category. 3. Armor is not really worth it past the first levels. Unless you spend a lot of feats on improving your ability with armor. Only two of the many fighting classes can even use heavy armor and most of the other classes would be severly hindered by wearing it. 4. Its to easy to deny PC classes most of their AC (which comes from a bonus that increases with level) with skill checks. This opens up for massive attacks with Power attack and/or sneak attack against AC 10. Hmm. That covers my initial thoughts. All in all its the "limited magic, limited healing, but crazy combat action" that makes it work for my group. [/QUOTE]
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