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Iron Heroes...is it really different from core D&D?
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<blockquote data-quote="ValhallaGH" data-source="post: 3098203" data-attributes="member: 41187"><p>A little bit. On the one hand, PCs don't have reliable magic to provide the 'standard solution' to various challenges and problems, and so you have to remember to a) provide alternate solutions b) provide ways around the challenge or c) have players clever and inventive enough to see a solution even when there isn't supposed to be one.</p><p>On the other hand, PCs don't have as many crazy abilities that bring the game to a halt while you puzzle out how to salvage your plot (if it can be salvaged at all). They have crazy abilities and can still break your plot, but most of the things they can do at 20th level could also be done at 1st level, they just couldn't be done as well.</p><p></p><p>Villain classes make it *much* easier to run nasty villains. Mastering Iron Heroes and the Iron Heroes Beastiary have six villain classes that cover challenge ratings from 1 to 20 and allow the villain to be fully generated in less than ten minutes. Fun, effective and easy to run while being darn cool.</p><p></p><p>Keep in mind that IH encourages and rewards flexible and creative choices in battle. The GM must be willing to go along with any cool ideas the players have, and able to quickly determine appropriate checks for what they attempt to do. This is far more common in IH than in D&D, so GMs need to be more flexible and creative for the small scale in IH, though they generally need to be less so on the larger scale since no one can wish half the enemy out of existence.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 3098203, member: 41187"] A little bit. On the one hand, PCs don't have reliable magic to provide the 'standard solution' to various challenges and problems, and so you have to remember to a) provide alternate solutions b) provide ways around the challenge or c) have players clever and inventive enough to see a solution even when there isn't supposed to be one. On the other hand, PCs don't have as many crazy abilities that bring the game to a halt while you puzzle out how to salvage your plot (if it can be salvaged at all). They have crazy abilities and can still break your plot, but most of the things they can do at 20th level could also be done at 1st level, they just couldn't be done as well. Villain classes make it *much* easier to run nasty villains. Mastering Iron Heroes and the Iron Heroes Beastiary have six villain classes that cover challenge ratings from 1 to 20 and allow the villain to be fully generated in less than ten minutes. Fun, effective and easy to run while being darn cool. Keep in mind that IH encourages and rewards flexible and creative choices in battle. The GM must be willing to go along with any cool ideas the players have, and able to quickly determine appropriate checks for what they attempt to do. This is far more common in IH than in D&D, so GMs need to be more flexible and creative for the small scale in IH, though they generally need to be less so on the larger scale since no one can wish half the enemy out of existence. [/QUOTE]
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Iron Heroes...is it really different from core D&D?
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