iwatt
First Post
masshysteria said:(1) Magic will corrupt, so the players won't probably won't be magic-using base classes. However, evil sorcerers will be magic-users because of the prower it grants. It looks like Conan does this better. I've heard Iron Heroes magic system is a bit "wonky"? How so? What is it like?
Unless you enjoy statting NPC spellcasters, nothing beats using the Dreades Sorceror from Mastering Iron Heroes. Just choose an appropriate CR and in 3 minutes you ahve your villain.
If you want easy PC magic, just use this warlock conversion . It's easy to add in a corruption rule, like this one
masshysteria said:(2) I don't need a fully fleshed out world. In fact, the world will probably just have whatever is cool for the current session: Roman gladiators and legionaries one day, hordes of undead the next, and an evil sorcerer kings the next. How do the two systems handle this? How easily adaptable are they? Can a GM wing it?
One of the big features of Conan is the setting. If you aren't going to be using a big part of the book (and therefoer the price tag), maybe it's not worth it.
masshysteria said:(3) Combat should be fun, brutal, and flow without getting caught up in a bunch of tactical exercises. I want the players to feel powerful. I assume this can be done with both, but in your experience how "fun and fast" is combat in Conan and Iron Heroes?
I haven't read the conan combat rules in depth, but Iron Heroes has one advantage: players no longer are encouraged to move 5' and full attack. The stunt mechanic empowers them to actually do cool stuff, and removes one of the isssue I have in regular D&D, which is that if it's not explicetly coded in the rules, it's ahrd for non-winging GMs to solve situations like table throwing, chandelier swinging, rapelling, etc..
In any case, if you've seen the Trailer for the adaptation of Fran Miller's 300, you'll have an idea of what IHs combat should look like.
