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<blockquote data-quote="Baron Opal" data-source="post: 3361397" data-attributes="member: 10433"><p>"Yes, but..."</p><p></p><p>Iron Heroes characters do have a chance of success, but sometimes you do need to make allowances. In case of a <em>passwall</em>, a character with the Sunder feat tree and a maul could hammer through an appropriate amount of stone or masonry in, say, an hour. But, it would make a hell of a lot of noise and would take an hour rather than a round. In the couple of things that I've done with Iron Heroes I haven't had any difficulties except in two particular areas; travel and divinations. (As you expected)</p><p></p><p>The travel aspects aren't a big deal as long as they can walk or take a boat there and have the time. I glossed over a <em>teleport</em> by having them make a deal with a fey. They were able to travel into a cave at night, wander through the caverns, and came out of a cave near their destination at dawn the next day. They had some lack-of-sleep penalties, which they could ignore, actually, and it took a night's worth of time.</p><p></p><p>The big problem that I see with Savage Tide is that there will be a need for <em>water breathing</em> of some variety. I don't actually know, just an assumption. I have the issues but haven't read each adventure thuroughly. From my glancing through I don't recall any problems. There are some creatures with some hefty DR, but the berserker and weapon master will plow through it. Some creatures fly, the archer will take them down. Even to the point of neutralizing their flight with a trick shot so that the others can do the critters in.</p><p></p><p>If you don't have an arcanist in your group it actually makes it easier. Iron Heroes is all about "dangerous, uncontrolled magic". This lets you have the characters obtain charms from the hag, but then they have to do a service, or something. Have them grow gills or something from the charm.</p><p></p><p>If divination is required that can be difficult. They can gain a magical widget that does the trick, but it comes with a curse. They <strong>always</strong> come with a curse. If it's just a matter of figuing out who to talk to in the town, or doing research in the library the skill system is robust enough so that the more minor spells aren't necesary. You can easily have Sherlock level observational skills in the party.</p><p></p><p>The main problems are navigating through hostile environment, very rapid transit, and supernatural advice. That still requires magic. But, Iron Heroes is not "no magic". It is "no <strong>safe</strong> magic." This magic can come from the arcanist in the party or an NPC with a shared agenda.</p><p></p><p>I'll page through the issues when I get a chance to see if I can find anything problematic.</p></blockquote><p></p>
[QUOTE="Baron Opal, post: 3361397, member: 10433"] "Yes, but..." Iron Heroes characters do have a chance of success, but sometimes you do need to make allowances. In case of a [i]passwall[/i], a character with the Sunder feat tree and a maul could hammer through an appropriate amount of stone or masonry in, say, an hour. But, it would make a hell of a lot of noise and would take an hour rather than a round. In the couple of things that I've done with Iron Heroes I haven't had any difficulties except in two particular areas; travel and divinations. (As you expected) The travel aspects aren't a big deal as long as they can walk or take a boat there and have the time. I glossed over a [i]teleport[/i] by having them make a deal with a fey. They were able to travel into a cave at night, wander through the caverns, and came out of a cave near their destination at dawn the next day. They had some lack-of-sleep penalties, which they could ignore, actually, and it took a night's worth of time. The big problem that I see with Savage Tide is that there will be a need for [i]water breathing[/i] of some variety. I don't actually know, just an assumption. I have the issues but haven't read each adventure thuroughly. From my glancing through I don't recall any problems. There are some creatures with some hefty DR, but the berserker and weapon master will plow through it. Some creatures fly, the archer will take them down. Even to the point of neutralizing their flight with a trick shot so that the others can do the critters in. If you don't have an arcanist in your group it actually makes it easier. Iron Heroes is all about "dangerous, uncontrolled magic". This lets you have the characters obtain charms from the hag, but then they have to do a service, or something. Have them grow gills or something from the charm. If divination is required that can be difficult. They can gain a magical widget that does the trick, but it comes with a curse. They [b]always[/b] come with a curse. If it's just a matter of figuing out who to talk to in the town, or doing research in the library the skill system is robust enough so that the more minor spells aren't necesary. You can easily have Sherlock level observational skills in the party. The main problems are navigating through hostile environment, very rapid transit, and supernatural advice. That still requires magic. But, Iron Heroes is not "no magic". It is "no [b]safe[/b] magic." This magic can come from the arcanist in the party or an NPC with a shared agenda. I'll page through the issues when I get a chance to see if I can find anything problematic. [/QUOTE]
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