It is a different game.
As has been said: In Iron Heroes ...
keteryck said:
You are not your magic weapon and armor. You are not your spell buffs. You are not how much gold you have, or how many times you've been raised from the dead. When a Big Bad Demon snaps your sword in two, you do not cry because that was your holy avenger. You leap onto its back, climb up to its head, and punch it in the eye, then get a new damn sword off of the next humanoid you headbutt to death.
Low Magic does not mean Low Adventure. It does not mean Low Challenge or Low Power. It simply means Little or No PC Friendly Magic. That is all.
Iron Heroes is the same old in that you can still take on the same badguys* at the same levels with the same chances of success.
However, there are a host of different mechanics that completely alter the way the game is played. Stunts, challenges, token pools, zones and various feat options mean that, often, getting another full attack is the
least beneficial thing to do, in addition to being the most boring.
The increase in skill competancy means that a character can be both a deadly warrior
and a brilliant diplomat, horse breeder and scholar without having to multiclass.
The changes to classes and healing mean that a party of pure warriors can have one to one thousand combat encounters in one day, without relying upon divine influence, and be equally effective in all encounters.
The basic idea behind the IH rules changes was that d20 combat is boring and that that needed to be fixed. By giving the players non-magic options about what to do, combat becomes dynamic and interesting even though all characters are 'just swinging swords.'
If you came to IH looking for low power then you will be disappointed; IH is as powerful as D&D though in very different ways. If you came to IH looking for a way to kill a dragon while using mundane darts (yes, 1d4 non-magic darts against a Young Adult Red Dragon) then you came to the right place.
*Ability damage (and drain) is a
lot more troubling for Iron Heroes due to the lack of magical ability restoration. Any use of ability damaging creatures and challenges should be carefully considered and contemplated, as it will usually result in the adventure coming to a sudden halt while the party waits to recover from the ability damage.