Iron Heroes - I have it in my hands!

I think the only way it would be "overpowered" is if IH characters got their hands on D&D magic items. IH characters vs. D&D monsters (or D&D characters whose magic items can't be looted) will probably be fairly balanced. I'm looking forward to pitting some 5th level IH characters against ogres, low-level dragons, etc. Should be a bloodbath all the way around. :)
 

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With respect to Iron Heroes magic, are there conversion notes for monsters with spellcasting ability?

How do you adjudicate a monster that casts as a 7th level sorcerer, for example?
 


A'koss said:
That is a big change... interesting. The new rules for dying were actually touched upon earlier in this thread and are indeed quite cool. However I didn't get an answer to a question I had about it - if you are stabilized at -10 or lower, do you still have to make Fort Saves every round? Reserve Point recovery is 1 HP per minute, so recovery that way is tough.

No, you do not, but it's going to take you awhile to regain consciousness/heal.
 

A'koss said:
And this is a good thing IMO. I also hope there are no Save or Die spells or story-breaking divinations.

P.S. Add resurrection to that list too... ;)

I haven't seen ways to create save or die spells. The divination I'm a bit more uncertain about, clever players and all.

There no resurrection. The best achiveable is rejuvenation.


:)
 

Sorcica said:
The more i'm reading, the more I'm thinking Conan. ...

Yep. When this product was announced, the first image I had was that of A.Schwartzenegger in the Conan movie, with his cast of supporting characters. It's the theme I expected most of all.
 

Reall, because the very first thing that I thought of was the manga Berserk. A mundane world of warring kingdoms that slowly reveals its otherworldliness as the character simply try to survive the forces of the universe that they do not understand.
 

I don't see where Mastery level stacks in multiclassing? Do you know if it does?

Say I've got a 5th Level Berserker/1st level Weapon Master (Power as primary) would his Master for power still only be 3 (because its higher from Berskerer) or would be it be 5 (the two added together).

Thanks
 

I'm amused at the number of questions/concerns raised about magic, considering the game system is very clearly warrior focused in a low-magic setting and has been described as such for week after week. :p
 

Wulf Ratbane said:
With respect to Iron Heroes magic, are there conversion notes for monsters with spellcasting ability?

How do you adjudicate a monster that casts as a 7th level sorcerer, for example?

There is less than a page and a half on converting existing material into IH.
Basically, it says they should be able to handle it, so don't worry about, but take into account that things like petrification are more permanent in IH than D&D.

It even goes so far as to say that villian could be a sorcerer by virtue of being "alien or demonic".

It also recommends converting magic items into inherent abilities. Such as if the module NPC has boots of speed, make them be arcane foot tattoos.

IMO, you'll be a lot better off just doing your own adventures from scratch. I think hand waving away why EVERY npc has special perks that are arbitrarily out of the player's reach would be real old real fast.

Don't get me wrong, so far I REALLY like what I see. But trying to use existing material wouldn't be worth it to me.

A dragon casting as a sorcerer wouldn't bother me. But any D&D adventure is just going to be loaded with things that don't fit the model.

If the big bad is a 6th level orc fighter your options are:
A) re-write as a 6th IH XXXXX
B) drop his gear and make him weaker
C) give him the ever-present "power scars"

meh, I'll just start from the beginning. Easier than retrofitting everything.
 

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