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Iron Heroes a flash in the pan?
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<blockquote data-quote="Wombat" data-source="post: 2738906" data-attributes="member: 8447"><p>I've been using the system for about a month now and I am, at best, so-so on it. </p><p></p><p>Admittedly, I still feel like I was badgered into running the game when our last campaign collapsed (two players left, too many missed sessions, now have a somewhat reformulated group, etc.), but I was hopeful that I could pull of a Fafhrd & Grey Mouser kinda feel to it. The biggest problem for me, of course, is that I am not a combat monkey and, even more than basic D20, IH is <em>all</em> about combat. While there are certainly non-combat skills, etc., they are given the short shrift. Look at the Social and Lore Feat Masteries for examples this way.</p><p></p><p>The Arcanist is simply broken. Mike has pretty much admitted this. As such, don't even try to use it. If you go over to <a href="http://ironheroesarcana.pbwiki.com/" target="_blank">http://ironheroesarcana.pbwiki.com/</a> there is a much better Arcanist (Soulmage's 3.0 version). </p><p></p><p>In play I find that you need to know a LOT more about your combat area. Not simply where walls are and where holes are, but also if there are ledges, chairs, barrels, ropes, etc. As such, the game screams out to be played 3-D, and I don't just mean walls. I mean to really capture to the feel of the game you would need to be able to move characters up and down, have stuff to throw, etc. This would also mean moving away from "squares/hexes" to "inches/centimeters", as it would be the only logical way to map combat.</p><p></p><p>The game can be great fun for the combat, but it also requires a lot more thought. Equally, some character types really only shine in very particular environments. The Armiger and the Man-At-Arms are good pretty much anywhere; the Weapon Master isn't bad, as long as there is a tough guy on the field -- otherwise they never really get to shine. The Hunter (incredibly misnamed) is solid, but primarily as an adjunct to other members of the party. Archer? Good if they have cover, but if they are out in the open they are in trouble. Berserkers tear through weak hordes like nobody's business but can have problems against the Big Bad unless they have backup. The Executioner (read: assassin) needs cover and time. As they strike best when undetected and as they wear very little armour, they have to be able to sneak, hide, and then pounce; again, if caught in the open they can be in big trouble. The Harrier needs room, room, room -- in tight spaces they are useless as they do very little damage and don't have a great base defense. The Thief is great as the Skills Monkey, but gets nailed in combat very quickly; as written, this is almost strictly a support class. </p><p></p><p>Yes, there is a lot of Erratta and a long FAQ now. To my eye that means this project was nowhere near completion when it was released. A few questions is one thing; this list is now a 30+ page print out.</p><p></p><p>Overall my feeling is that there are great <em>ideas</em> in this game, but very poor execution and follow-through. My group will probably continue with it for a while, but after that we will drop it and move strictly to <em>Ars Magica</em>. I think our days of D20 are finally done.</p></blockquote><p></p>
[QUOTE="Wombat, post: 2738906, member: 8447"] I've been using the system for about a month now and I am, at best, so-so on it. Admittedly, I still feel like I was badgered into running the game when our last campaign collapsed (two players left, too many missed sessions, now have a somewhat reformulated group, etc.), but I was hopeful that I could pull of a Fafhrd & Grey Mouser kinda feel to it. The biggest problem for me, of course, is that I am not a combat monkey and, even more than basic D20, IH is [I]all[/I] about combat. While there are certainly non-combat skills, etc., they are given the short shrift. Look at the Social and Lore Feat Masteries for examples this way. The Arcanist is simply broken. Mike has pretty much admitted this. As such, don't even try to use it. If you go over to [url]http://ironheroesarcana.pbwiki.com/[/url] there is a much better Arcanist (Soulmage's 3.0 version). In play I find that you need to know a LOT more about your combat area. Not simply where walls are and where holes are, but also if there are ledges, chairs, barrels, ropes, etc. As such, the game screams out to be played 3-D, and I don't just mean walls. I mean to really capture to the feel of the game you would need to be able to move characters up and down, have stuff to throw, etc. This would also mean moving away from "squares/hexes" to "inches/centimeters", as it would be the only logical way to map combat. The game can be great fun for the combat, but it also requires a lot more thought. Equally, some character types really only shine in very particular environments. The Armiger and the Man-At-Arms are good pretty much anywhere; the Weapon Master isn't bad, as long as there is a tough guy on the field -- otherwise they never really get to shine. The Hunter (incredibly misnamed) is solid, but primarily as an adjunct to other members of the party. Archer? Good if they have cover, but if they are out in the open they are in trouble. Berserkers tear through weak hordes like nobody's business but can have problems against the Big Bad unless they have backup. The Executioner (read: assassin) needs cover and time. As they strike best when undetected and as they wear very little armour, they have to be able to sneak, hide, and then pounce; again, if caught in the open they can be in big trouble. The Harrier needs room, room, room -- in tight spaces they are useless as they do very little damage and don't have a great base defense. The Thief is great as the Skills Monkey, but gets nailed in combat very quickly; as written, this is almost strictly a support class. Yes, there is a lot of Erratta and a long FAQ now. To my eye that means this project was nowhere near completion when it was released. A few questions is one thing; this list is now a 30+ page print out. Overall my feeling is that there are great [I]ideas[/I] in this game, but very poor execution and follow-through. My group will probably continue with it for a while, but after that we will drop it and move strictly to [I]Ars Magica[/I]. I think our days of D20 are finally done. [/QUOTE]
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