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<blockquote data-quote="ValhallaGH" data-source="post: 5260396" data-attributes="member: 41187"><p>True20. Conviction (like action points, as the Incredible Hulk is like the Governator), Challenges (take -5 to the check, do something cooler / faster), alternative caster limitations. Some good stuff.</p><p>Dino-Pirates of Ninja Island. <a href="http://www.dino-pirates.com/Home.php" target="_blank">Seriously</a>, it's a really neat True20 variant. Especially useful are <a href="http://www.dino-pirates.com/BasicsReputation.php" target="_blank">Reputation</a> as a resource that you can spend to alter NPC reactions to your character, <a href="http://www.dino-pirates.com/BasicsStunts.php" target="_blank">Stunts</a> in their retroactive glory, and potentially the <a href="http://www.dino-pirates.com/BasicsTime.php" target="_blank">dramatic time</a> systems.</p><p></p><p>Not being terribly familiar with Pathfinder, this will be difficult, but I'll try.</p><p>Iron Heroes does a (pretty) good job of a) making non-magic combat interesting, b) allowing non-magical PCs (not even magic items, let alone casting ability) to take on standard SRD challenges, c) making the players feel like their characters are extremely, ridiculously, bad ass; without destroying the DM's ability to challenge them.</p><p>It introduces a lot of ideas, options, and oomph. The following are in the base book (original or Revised).</p><p>It makes HP per level stable while still being variable (all PC HD are 1d4+Static + Con bonus; the Barbarian equivalent is 1d4+8 + Con, average 10.5 + Con). </p><p>It chained most feats to a "Mastery" system, that shifted prerequisites from ability scores and BAB over to Class and Level. </p><p>Feat abilities that may make you say OMGWTF?! or words to that effect, while still being balanced.</p><p>Challenges (like TB's Exploits, only for skills and combat). </p><p>Stunts: Want to do something outlandishly awesome, that has no rules support? Use the stunt rules and watch the fireworks.</p><p>Class features with unlimited uses per day, due to "building up" to them via the token pool mechanic.</p><p></p><p>The Mastering Iron Heroes book introduced a number of additional options, including what to do with money when you don't need magical baubles (wealth "feats"), Villain Classes for 4e-style monster generation, Zones (interactive, cool, and powerful environmental features), and Glory Points (similar to Conviction).</p><p></p><p>The Iron Heroes Players Companion expanded the options with a couple of new classes (including a decent caster class), more feats, and better write ups about Stunts, Zones, and Challenges.</p><p></p><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5260396, member: 41187"] True20. Conviction (like action points, as the Incredible Hulk is like the Governator), Challenges (take -5 to the check, do something cooler / faster), alternative caster limitations. Some good stuff. Dino-Pirates of Ninja Island. [url=http://www.dino-pirates.com/Home.php]Seriously[/url], it's a really neat True20 variant. Especially useful are [url=http://www.dino-pirates.com/BasicsReputation.php]Reputation[/url] as a resource that you can spend to alter NPC reactions to your character, [url=http://www.dino-pirates.com/BasicsStunts.php]Stunts[/url] in their retroactive glory, and potentially the [url=http://www.dino-pirates.com/BasicsTime.php]dramatic time[/url] systems. Not being terribly familiar with Pathfinder, this will be difficult, but I'll try. Iron Heroes does a (pretty) good job of a) making non-magic combat interesting, b) allowing non-magical PCs (not even magic items, let alone casting ability) to take on standard SRD challenges, c) making the players feel like their characters are extremely, ridiculously, bad ass; without destroying the DM's ability to challenge them. It introduces a lot of ideas, options, and oomph. The following are in the base book (original or Revised). It makes HP per level stable while still being variable (all PC HD are 1d4+Static + Con bonus; the Barbarian equivalent is 1d4+8 + Con, average 10.5 + Con). It chained most feats to a "Mastery" system, that shifted prerequisites from ability scores and BAB over to Class and Level. Feat abilities that may make you say OMGWTF?! or words to that effect, while still being balanced. Challenges (like TB's Exploits, only for skills and combat). Stunts: Want to do something outlandishly awesome, that has no rules support? Use the stunt rules and watch the fireworks. Class features with unlimited uses per day, due to "building up" to them via the token pool mechanic. The Mastering Iron Heroes book introduced a number of additional options, including what to do with money when you don't need magical baubles (wealth "feats"), Villain Classes for 4e-style monster generation, Zones (interactive, cool, and powerful environmental features), and Glory Points (similar to Conviction). The Iron Heroes Players Companion expanded the options with a couple of new classes (including a decent caster class), more feats, and better write ups about Stunts, Zones, and Challenges. Good luck. [/QUOTE]
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