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Iron Heroes meets Eberron

I think I would be tempted to include the stunts etc. from Iron Heroes, and include some of the token -based feats too, and run it with those (and not the Iron Heroes classes).

Or give the Iron Heroes classes to one particular race which is also violently physically allergic to magic items, so they cannot use or carry magic items without severe adverse affects

One of those two ways is how I would do it.

Cheers
 

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Ya,

I don't think you're going to have a chocolate and peanut butter combination here. More likely something akin to chocolate and motor oil.

If you really have your heart set on it I would suggest you use the conversion to D&D rules at the back of the book. That should go a long way in keeping the balance.

Jack
 

Iron Heroes classes should work perfectly well in Eberron so long as you understand what you want and make sure the players are down with it.

Seriously. If you want to have IH classes with normal magic items then go for it. If you want to tone down the IH classes (fewer feats, no skill groups and other such things from the conversion notes) first then do it. If you want to just handwave the magic items away for a few games then do so. None of these things will take away from the Eberron setting so long as you go into it with your eyes open and realize that basic assumptions of power are being changed.

There are plenty of things that are cool about Eberron without saying that you must have magic items or that you can't have this or that isn't appropriate. Just grab an idea, wrap some meat around its bones and make it dance. So long as the dance is fun and everybody has a chance to join in it doesn't matter if you are playing Dragonmech Eberron, Black Company Eberron or BESM D20 Eberron. The Emerald Claw is still the bad guys, the Mournlands still suck and there is always somebody bigger than you that wants to take over part of your world.

Now go kick their asses in whatever way you see fit and godspeed.
 

I'm not arguing from a position of strength (-2 mod?), as I haven't yet got Iron Heroes, but I have been pondering this also as I've read the previews over the last few months. I like Eberron very much, it's the setting I want to use for the next few years at least (new game started last night, oh yes).

I don't see any problem with the 'high-profile' magic in Eberron--the lightning rail, airships etc--alongside PCs with little or no magical gear. The two are different modes, different spheres, and chopping-out the latter needn't undermine the existence of the former. The artificer is of course unique to the setting, and is cool and flavoursome--but is not essential. All the groovy magical stuff in Eberron can be explained just as well by straight-up wizards (not having IH, I can't comment on it's wizard-substitute). That said, keeping them as NPCs means that if you are running published Eberron adventures featuring artificers, you don't have to swap them out--less prep!

Eberron PCs do not require magical items any more or less as those from other WotC settings, so whatever changes are recommended in IH should apply equally.

So I'm with Warrior Psychic, Stone Dog, and the "go for it!" camp. Indeed, if you do this, it'd be great if you could share your decisions and how they worked in game.

Melq
 

Into the Woods

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