Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Iron Heroes vs Conan
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="JohnSnow" data-source="post: 3304928" data-attributes="member: 32164"><p>For starters, let me say that I think this is one of those loaded topics. Starting a "Conan or Iron Heroes" thread is a bit like starting a "D&D or Castles & Crusades" thread. Some people believe that the only way for one system to triumph is for the other to be laid low.</p><p></p><p>Now, from my perspective, I haven't played Conan, though I thumbed through it at the store, but I bought IH before it was in print. I'd suggest that one's preference for one system over the other would hinge on your answer to the following questions.</p><p></p><p>1) How rules savvy are your players? If their rules-fu is good, IH is fine. If they leave all the work to the DM, go with Conan.</p><p></p><p>2) Do the players just want "action fantasy without magic items" or do they want "action fantasy where they could be killed at any moment?" The ability to be killed by a mook may be "realistic," but without some kind of plot protection (does Conan use something like action points?), it can be thoroughly unsatisfying to lose a good character to nothing but bad luck. <em>Iron Heroes</em> characters have a fair amount of plot protection (in the form of high hit points). Yes, the loss of active defense sucks, but you can do a fair amount to shield yourself from that happening...and if you don't, well, that's more than just bad luck.</p><p></p><p>3) How open are the players to new systems? <em>Iron Heroes</em> uses a lot of new mechanics, Conan fewer. Some people think D&D is too complicated (magic aside). I don't mind D&D, other than the magic item complexity.</p><p></p><p>A few things to bear in mind:</p><p></p><p><em>Iron Heroes</em> is, to a certain extent, as much toolkit as game. Skill groups port nicely to other systems, allowing more capable characters. Stunts, skill challenges, and zones port even more easily. And they add a LOT to the game. Learning how they work is really simple, and they do a nice job of making combat (much) more interesting.</p><p></p><p>I actually prefer tokens to "per day" abilities, because they allow you to run multiple encounters in a day without fear of killing PCs. That can lend to a "breakneck speed" feel IN-GAME. They're also very easy to keep track of, and for all but the most mystical character abilities, they feel much more realistic. Where I personally feel IH fell short is in not "finishing the job" by making spellcasters work on similar mechanics. Now, that's probably because spellcasting isn't Mike Mearls' design specialty, but that Monte Cook guy has designed a spell or two in his day...</p><p></p><p>Now if we could just get a hit point system that worked better. I'm thinking something like WP/VP without the added random lethality.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 3304928, member: 32164"] For starters, let me say that I think this is one of those loaded topics. Starting a "Conan or Iron Heroes" thread is a bit like starting a "D&D or Castles & Crusades" thread. Some people believe that the only way for one system to triumph is for the other to be laid low. Now, from my perspective, I haven't played Conan, though I thumbed through it at the store, but I bought IH before it was in print. I'd suggest that one's preference for one system over the other would hinge on your answer to the following questions. 1) How rules savvy are your players? If their rules-fu is good, IH is fine. If they leave all the work to the DM, go with Conan. 2) Do the players just want "action fantasy without magic items" or do they want "action fantasy where they could be killed at any moment?" The ability to be killed by a mook may be "realistic," but without some kind of plot protection (does Conan use something like action points?), it can be thoroughly unsatisfying to lose a good character to nothing but bad luck. [i]Iron Heroes[/i] characters have a fair amount of plot protection (in the form of high hit points). Yes, the loss of active defense sucks, but you can do a fair amount to shield yourself from that happening...and if you don't, well, that's more than just bad luck. 3) How open are the players to new systems? [i]Iron Heroes[/i] uses a lot of new mechanics, Conan fewer. Some people think D&D is too complicated (magic aside). I don't mind D&D, other than the magic item complexity. A few things to bear in mind: [i]Iron Heroes[/i] is, to a certain extent, as much toolkit as game. Skill groups port nicely to other systems, allowing more capable characters. Stunts, skill challenges, and zones port even more easily. And they add a LOT to the game. Learning how they work is really simple, and they do a nice job of making combat (much) more interesting. I actually prefer tokens to "per day" abilities, because they allow you to run multiple encounters in a day without fear of killing PCs. That can lend to a "breakneck speed" feel IN-GAME. They're also very easy to keep track of, and for all but the most mystical character abilities, they feel much more realistic. Where I personally feel IH fell short is in not "finishing the job" by making spellcasters work on similar mechanics. Now, that's probably because spellcasting isn't Mike Mearls' design specialty, but that Monte Cook guy has designed a spell or two in his day... Now if we could just get a hit point system that worked better. I'm thinking something like WP/VP without the added random lethality. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Iron Heroes vs Conan
Top