DonTadow
First Post
Which is why I question if you've read the books and supplement from front to back. NO dis but it very much is in the hands of pcs. the magic is chaotic in such a world, but its no more different than the wild magic rules of Faerun (especially during 2nd edition). I guess htats why I take offense that the misleading statements about (pcs not being able to wield magic) is false.ValhallaGH said:Thank you for the clarity you've managed to provide, iwatt.
It has become apparent that there is some question about the default level of magic in Iron Heroes. So, I shall rephrase slightly.
Iron Heroes is a low PC magic game.
Magic fills the implied world of Iron Heroes as much as, or even more than, it fills the default world of D&D. The difference is that in D&D, all magical things doable by mosters, extra-planar creatures and villains is equally doable by PCs; in Iron Heroes implied, the vast majority of magical effects achievable by NPCs cannot be replicated by PCs.
All (RAW) Iron Heroes know three facts about magic.
1) Magic is real. Monsters, evil wizards, ancient civilizations and sometimes even allies (or the hero himself) have and use magic spells and abilities.
2) Magic is powerful. Magic bolts can blast through the heaviest armor as if it were paper. Magic can cause walls to appear from thin air, reanimate the dead, inflict or restore wounds, summon monsters from other worlds and even raise the dead.
3) Magic is out to get them. 90% of the magic in the world belongs to evil wizards, demons, devils, monsters and other inhuman creatures that will gladly kill the heroes. It can summon, or create, a multitude of monsters, generate searing blasts of powerful flames / cold / lightning / acid; it can wither and shrink the most powerful of warriors, take control of a person's mind and actions, and is the source of most of the major threats to hamlets, towns, cities, nations and even the world.
Magic is very much present in Iron Heroes. It is simply not found, much, in the hands of the players.
DonTadow, when you are ready to post mature and reasoned arguments, as opposed to ad hominem arguments, then I shall be willing to reply to any specific points you may have.
There are supplements by the publisher that support it. The author supports it. Fans support it. I guess I am just not sure where the info that supports your claim comes from. Sure if you do not want to insistute magic into your campaign it is up to you, but it is certainly not the intended way of Iron Heroes.
As a matter of fact, if you read the Mastering Iron Heroes book, you'll read a lenghty chapter about how to put magic into a campaign. You'll read how the classes balance with typical 3.5 heroes.
The only thing Iron heroes does is eliminate pcs need for magic items and buffs. So if I take a n iron hero character and put him up with a fully equpped 3.5 character they would be equivalent. If i take the arcanist and put him with a sorceror they will be equivalent. thus I can take either 3.5 or iron hereos characters, put them in a game and it works great (as it has with me for a year now).
If you can' not do it fine, but do not blame it on the system because there are far too many supplements that explain, disect and show individuals how its done.