Jeff Wilder
First Post
My next campaign is going to be a Savage Tide game. I'm considering using Iron Heroes as the rules-set available for players, but I'm curious about how that would work at higher levels.
As far as I can tell, the idea behind Iron Heroes is that non-magical heroes are "powered up" enough to meet standard D&D challenges, without being crippled by the lack of magic. Theoretically, I've read, you can play a group of Iron Heroes through a D&D adventure with few problems.
Theoretically, I can see that, but does it work in practice? If a D&D adventure is written -- as most Adventure Paths eventually are -- with spells like teleport, passwall, and commune in mind, can a group of Iron Heroes honestly have a chance of success? Is this sort of thing an example of what doesn't work ... i.e., the exception that proves the rule?
More specifically, would Iron Heroes work with the Savage Tide Adventure Path, as it currently stands, without substantial rewriting?
As far as I can tell, the idea behind Iron Heroes is that non-magical heroes are "powered up" enough to meet standard D&D challenges, without being crippled by the lack of magic. Theoretically, I've read, you can play a group of Iron Heroes through a D&D adventure with few problems.
Theoretically, I can see that, but does it work in practice? If a D&D adventure is written -- as most Adventure Paths eventually are -- with spells like teleport, passwall, and commune in mind, can a group of Iron Heroes honestly have a chance of success? Is this sort of thing an example of what doesn't work ... i.e., the exception that proves the rule?
More specifically, would Iron Heroes work with the Savage Tide Adventure Path, as it currently stands, without substantial rewriting?