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[Iron Heroes] Rules clarifications

Gort

Explorer
Okay, so I've started playing in an Iron Heroes game - the GM and all the players are veteran D&D players but this is the first time we've tried this particular set of rules.

One of the players has made an Arcanist, and after reading and re-reading the rules, I still don't quite understand them.

The specific questions are these:

1. Why does it get harder to cast spells when the caster is smarter? In rules-speak, why does the channeling check DC increase based on the casters intelligence? Is the Mana spent + 5 + intelligence mod a typo for Mana spent + 5 - intelligence mod?

2. Does intelligence have any other effect on Arcanists except for increasing the save DCs for their spells? I haven't seen anything else in the book - I was expecting that high intelligence Arcanists would get more mana or something, but there doesn't seem to be anything.

3. Where is the latest official version of errata for Iron Heroes?

4. I'm playing a berserker - can any other berserker players weigh in with thoughts on how to play the class, and which berserker abilities are the best?

Thanks! :)
 

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frankthedm

First Post
1. Why does it get harder to cast spells when the caster is smarter? In rules-speak, why does the channeling check DC increase based on the casters intelligence? Is the Mana spent + 5 + intelligence mod a typo for Mana spent + 5 - intelligence mod?
There is a typo

Your channeling check has a Difficulty Class equal to the amount of mana spent on the spell + 5 + your Intelligence modifier

Change the text to:

Your channeling check has a Difficulty Class equal to the amount of mana spent on the spell + 5.

2. Does intelligence have any other effect on Arcanists except for increasing the save DCs for their spells? I haven't seen anything else in the book - I was expecting that high intelligence Arcanists would get more mana or something, but there doesn't seem to be anything.
Other than actual Iron heroes, save bonuses are supposed to be lower. Raising DCs is supposed to be fairly signifigant.

3. Where is the latest official version of errata for Iron Heroes?
http://ironheroesfaq.pbwiki.com/
 

Gort

Explorer
Thanks guys.

PS: Frank, why did you go to the effort of making the typo clarifications unreadable? :)
 

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frankthedm

First Post
Gort said:
Thanks guys.

PS: Frank, why did you go to the effort of making the typo clarifications unreadable? :)
Because I change fonts a lot and only operate from the perspective of the tradtional black ENWorld background

Change the text to:

Your channeling check has a Difficulty Class equal to the amount of mana spent on the spell + 5.
 

ValhallaGH

Explorer
Furious Strike is a must; it may not seem like much but you will often have an excess of tokens to rip the enemy apart with. Berserk Toughness is great (and requires the very nice Berserk Mind), as is Berserk Strength. Blind Fury can be good but it can also kill the party. Primal Howl is lots of fun and can be excellent crowd control. The combination of Suicidal Assault and Overwhelming Charge can be very sick to watch.

Berserkers in play tend to follow one of two tactical patterns.
The first (and most common) is to find the largest group of mooks and run into the middle of them; take advantage of those cleave masteries and decent DR to take down many mooks while accumulating a large pile of fury tokens; then they charge into the big bad and finish him off with a round or two of furious blows and impressive damage. This results in high kill counts and much glory but fails in the face of tough mooks or very dangerous big bads. This is the "Short and Glorious" method.

The second is to play a much more defensive and intelligent battle. Still relying upon cleaves and power attacks but not nearly as much reliance upon your DR and HP to keep you alive. Like an Armiger, this berserker tends to stand in a place and let his enemies come to him, though he will dive into his foes when appropriate (ranged attackers). A lot less glory but I've only seen such characters die during a TPK, and they were usually the last to go.

There are other ways to play a 'zerker, of course, but those are the most common. Part of the decision depends upon weapon, feat, trait and ability choices. Good luck.
 

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