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How does IH actually play?
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<blockquote data-quote="ValhallaGH" data-source="post: 3449638" data-attributes="member: 41187"><p>Having played at level 16 and almost single-handedly killed a powerful red dragon using darts and party-member-distractions, I can say with some confidence that IH plays the same at high levels as at low levels.</p><p>There aren't a dozen spells per character to track, there aren't five hundred durations per character to be aware of and there aren't many new options. Basically, if an Iron Hero can do it at level 18 then he could probably do it (not as well and not as reliably but still had the option) at level 3.</p><p></p><p>Obviously, you need to adjust the challenges. Fifth level Iron Heroes can take on small armies; fifteenth level Iron Heroes can take on large armies. At a certain point, you really want to either improve your mook hordes or replace them with small groups of big nasties, otherwise the challenge drops off (this is as true if the foes are diplomatic as it is if they are combat).</p><p></p><p>As a player, you should know what your character can do, have a general idea what the rest of the party can do, and <em>think about what you will do</em> to speed up gameplay for everyone. Getting creative, such as knocking down a tree so that another party member can pick it up and use it as a giant flyswatter on hell wasps, is a good thing and your DM will be grateful for the extra awesome you bring.</p><p></p><p>As a DM, you should know all of the general rules and have a basic idea of what characters' abilities are. Don't be afraid to ask players what the ability they are using does. Don't be afraid to ask the same question you asked ten minutes ago. Don't be afraid to make stuff up. And most importantly, don't be afraid to cheat <em>if it makes the game more fun</em>.</p><p>Do your best to remember the badguys abilities and the conditions of the environment. Various memory aids, such as index cards with notes, symbols on the table, getting someone to poke you on the bad guy's turn and remind you, all help you bring a full, complete and satisfying encounter to your players. These things turn another boring fight against cultists into an apocalyptic battle for the fate of the world.</p><p></p><p>Iron Heroes has been one of the most rewarding experiences I've had as a DM. The level of badassitude in my IH game has been ridiculous and I've thoroughly enjoyed every minute of it. Whether dancing on a T-Rex's head while throwing darts into it's face, leaping off a tower to kill a blood rook and then <em>catching yourself on the tower</em>, or simply crashing through a burning barn to save villagers and kill demons, Iron Heroes have been the most cinematic and entertaining encounters I've seen in a very long time.</p><p></p><p>I hope that was the sort of response you were looking for.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 3449638, member: 41187"] Having played at level 16 and almost single-handedly killed a powerful red dragon using darts and party-member-distractions, I can say with some confidence that IH plays the same at high levels as at low levels. There aren't a dozen spells per character to track, there aren't five hundred durations per character to be aware of and there aren't many new options. Basically, if an Iron Hero can do it at level 18 then he could probably do it (not as well and not as reliably but still had the option) at level 3. Obviously, you need to adjust the challenges. Fifth level Iron Heroes can take on small armies; fifteenth level Iron Heroes can take on large armies. At a certain point, you really want to either improve your mook hordes or replace them with small groups of big nasties, otherwise the challenge drops off (this is as true if the foes are diplomatic as it is if they are combat). As a player, you should know what your character can do, have a general idea what the rest of the party can do, and [i]think about what you will do[/i] to speed up gameplay for everyone. Getting creative, such as knocking down a tree so that another party member can pick it up and use it as a giant flyswatter on hell wasps, is a good thing and your DM will be grateful for the extra awesome you bring. As a DM, you should know all of the general rules and have a basic idea of what characters' abilities are. Don't be afraid to ask players what the ability they are using does. Don't be afraid to ask the same question you asked ten minutes ago. Don't be afraid to make stuff up. And most importantly, don't be afraid to cheat [i]if it makes the game more fun[/i]. Do your best to remember the badguys abilities and the conditions of the environment. Various memory aids, such as index cards with notes, symbols on the table, getting someone to poke you on the bad guy's turn and remind you, all help you bring a full, complete and satisfying encounter to your players. These things turn another boring fight against cultists into an apocalyptic battle for the fate of the world. Iron Heroes has been one of the most rewarding experiences I've had as a DM. The level of badassitude in my IH game has been ridiculous and I've thoroughly enjoyed every minute of it. Whether dancing on a T-Rex's head while throwing darts into it's face, leaping off a tower to kill a blood rook and then [i]catching yourself on the tower[/i], or simply crashing through a burning barn to save villagers and kill demons, Iron Heroes have been the most cinematic and entertaining encounters I've seen in a very long time. I hope that was the sort of response you were looking for. [/QUOTE]
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