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Drenai -> d20/OGL starting point?
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<blockquote data-quote="amethal" data-source="post: 2715784" data-attributes="member: 22784"><p>Iron Heroes has been on my mind a fair bit lately, and I'd recommend it very highly.</p><p></p><p>To be more specific, the reserve hit points idea seems perfect for Drenai, where magical healing is normally unavailable (and its open game content since its in Unearthed Arcana). It means the characters don't have to rest for a week after each fight.</p><p></p><p>The feat mastery idea also seems very apt. My impression of characters like Druss and Waylander is that they can do such amazing things partly because they are such high level, (rather than just due to clever feat selection), and feat mastery allows you to duplicate this.</p><p></p><p>Variable damage reduction from armour is also very "literary", in that sometimes the armour blocks blows and at other times (admittedly when its important to the plot of the novel, rather than at random) the blow penetrates the armour and does serious damage.</p><p></p><p>The demonic brute, dreaded sorcerer and tribal champion "villain classes" seem almost tailor made for a Drenai game, and designing other ones - Joinings, perhaps - looks like a lot of fun.</p><p></p><p>Drenai stories are also very human orientated, at least on the side of good. The Iron Heroes traits system allows a wide variety of human hero types.</p><p></p><p>I'd probably tone down the drawbacks of magic items a bit - some of them in the books seem completely beneficial - but they should be extremely rare.</p><p></p><p>Skill groups also seems apt. Drenai heroes often seemed equally good at a whole raft of related skills.</p><p></p><p>Most of the character classes are a good fit e.g. man-at-arms, weapon master, berserker, thief. I'm not sure about the armiger and the executioner. I'm a bit hazy on the difference between a hunter and a harrier (I don't mean mechanically) so you might want to just use one or the other.</p><p></p><p>I'd recommed re-writing the arcanist, but then again I probably wouldn't use it at all in any Iron Heroes game I ran. I'm not really an expert on the Drenai magic system, but maybe the spellcasting system from True 20 would be a closer match.</p><p></p><p>You didn't mention True 20 / Blue Rose in your original post, so I'm not sure if you are familiar with it. Casters have a limited number of spells known (each of which requires a feat to learn, although all characters get a feat every level). Spells can be cast as often as desired, but excessive spellcasting (especially within a short period of time) is likely to lead to the caster becoming fatigued and eventually exhausted. [And the entire document, apart from the magic words "True 20" and the Green Ronin logo, is open game content]</p></blockquote><p></p>
[QUOTE="amethal, post: 2715784, member: 22784"] Iron Heroes has been on my mind a fair bit lately, and I'd recommend it very highly. To be more specific, the reserve hit points idea seems perfect for Drenai, where magical healing is normally unavailable (and its open game content since its in Unearthed Arcana). It means the characters don't have to rest for a week after each fight. The feat mastery idea also seems very apt. My impression of characters like Druss and Waylander is that they can do such amazing things partly because they are such high level, (rather than just due to clever feat selection), and feat mastery allows you to duplicate this. Variable damage reduction from armour is also very "literary", in that sometimes the armour blocks blows and at other times (admittedly when its important to the plot of the novel, rather than at random) the blow penetrates the armour and does serious damage. The demonic brute, dreaded sorcerer and tribal champion "villain classes" seem almost tailor made for a Drenai game, and designing other ones - Joinings, perhaps - looks like a lot of fun. Drenai stories are also very human orientated, at least on the side of good. The Iron Heroes traits system allows a wide variety of human hero types. I'd probably tone down the drawbacks of magic items a bit - some of them in the books seem completely beneficial - but they should be extremely rare. Skill groups also seems apt. Drenai heroes often seemed equally good at a whole raft of related skills. Most of the character classes are a good fit e.g. man-at-arms, weapon master, berserker, thief. I'm not sure about the armiger and the executioner. I'm a bit hazy on the difference between a hunter and a harrier (I don't mean mechanically) so you might want to just use one or the other. I'd recommed re-writing the arcanist, but then again I probably wouldn't use it at all in any Iron Heroes game I ran. I'm not really an expert on the Drenai magic system, but maybe the spellcasting system from True 20 would be a closer match. You didn't mention True 20 / Blue Rose in your original post, so I'm not sure if you are familiar with it. Casters have a limited number of spells known (each of which requires a feat to learn, although all characters get a feat every level). Spells can be cast as often as desired, but excessive spellcasting (especially within a short period of time) is likely to lead to the caster becoming fatigued and eventually exhausted. [And the entire document, apart from the magic words "True 20" and the Green Ronin logo, is open game content] [/QUOTE]
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