ruleslawyer said:As Mastering IH indicates, you can still have magic items; it's just that there aren't that many of them, they're not built into expected character power, and they come with drawbacks. None of that sounds too different from 4e's core assumptions.
Betote said:Except that Mearls himself has said several times that, in 4E, you're expected to have certain magic items at certain levels, and there isn't any drawback on the few magic item descriptions we've been able to see.
I think this might also be the reason why it's less needed to create a replacement/alternate PHB. I don't really see a big market for a game that increases the magical item dependency to the levels of 3E.Dr. Strangemonkey said:Well calculating in the actual numerical benefit from the Magic Items is essentially what IH did with 3E and since 4E seems to really be focused on the numeric development I imagine it's even easier to do with the new system.
Then you can throw in drawbacks for the magic items you do still feel like using.
What Dr. Strangemonkey said. The point to the drawbacks issue is that they exist to ensure that in IH, having magic items isn't much of a net power gain (no more than a level or so). Mearls has said that it will be possible to effect the same thing in 4e given about 30 minutes.Betote said:Except that Mearls himself has said several times that, in 4E, you're expected to have certain magic items at certain levels, and there isn't any drawback on the few magic item descriptions we've been able to see.
I have the feeling that the thief is perfectly doable with the proper selection of powers. He essentially functions as a nonmagical beguiler in IH, which strikes me as a role that almost certainly will be represented in 4e. I think the major issue is the lack of monopoly on, or facility for, any individual class emphasis on skills. If the skill monkey role is going away, then the IH thief's niche would either need to be recreated by rejiggering skills, or the thief's ability to leverage skills for greater advantage would need to be emphasized.Irda Ranger said:...the Thief (which is too Social-oriented for 4E, I think; but maybe the Rogue too depending on how the 4E social encounter rules work).
Betote said:Except that Mearls himself has said several times that, in 4E, you're expected to have certain magic items at certain levels, and there isn't any drawback on the few magic item descriptions we've been able to see.
Reaper Steve said:I think 4E *is* Iron Heroes.
WotC saw what Mearls dreamed up, while still sticking to most of the 3.5 conventions, and was impressed. Impressed enough that they hired him and handed him their baby.
I love Iron Heroes. But I don't think its worth updating... 4E is the update. It served its purpose, but game design has evolved from it. I think (as has already been stated) that 4E Iron Heroes is as simple as limiting PCs to human fighters, warlords, rangers, and rogues, and limiting their access to magic as well. Done!
I'd take your second option by making him a Martial-Leader, but different from the Warlord (just like the Rogue and Ranger appear to be different kinds of Martial-Strikers). He fills the same Leader role as Warlords and Clerics (in his own way), and his at-will/p-e/p-d Powers are tied to high Skills.ruleslawyer said:I have the feeling that the thief is perfectly doable with the proper selection of powers. He essentially functions as a nonmagical beguiler in IH, which strikes me as a role that almost certainly will be represented in 4e. I think the major issue is the lack of monopoly on, or facility for, any individual class emphasis on skills. If the skill monkey role is going away, then the IH thief's niche would either need to be recreated by rejiggering skills, or the thief's ability to leverage skills for greater advantage would need to be emphasized.