[Iron Heroes] What's this game all about?

If you haven't already, be sure to check out the Iron Heroes forum. Any rules-based questions you ask there will get answered by the official Iron Heroes answerman (and author of Dark Harbor and Blood Storm), Crowroadaw (aka Adam Windsor).

As well, we on the IH boards know our way around our houserules. To steal a remark made by someone I can't remember:
"Arcana Unearthed took long but sure strides into new d20 territory, to the respectful applause of all. Iron Heroes made a running leap and fell flat on its face, to a combination of thunderous applause and cringing."

In other words, IH is a great system with tons of potential, and if you want a rare-magic game with the same power level as D&D, which crams 14 tons of awesome into every fight, you need to check it out. It definitely has a lot of flaws (an unfortunate consequence of the fact that it was designed by a single man in 3 short months from start to finish), but the IH community hacks it back into shape regularly. The game is playable out of the box, better when you combine it with the official errata, and best when you customize it with the great body of houserule work that has been done already, or will be done by you!
 

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Confused Jackal Mage said:
If you haven't already, be sure to check out the Iron Heroes forum. Any rules-based questions you ask there will get answered by the official Iron Heroes answerman (and author of Dark Harbor and Blood Storm), Crowroadaw (aka Adam Windsor).

Also known as Capellan here at ENWorld. A man of many mysteries, apparently :D
 

Confused Jackal Mage said:
As well, we on the IH boards know our way around our houserules. To steal a remark made by someone I can't remember:
"Arcana Unearthed took long but sure strides into new d20 territory, to the respectful applause of all. Iron Heroes made a running leap and fell flat on its face, to a combination of thunderous applause and cringing."

In other words, IH is a great system with tons of potential, and if you want a rare-magic game with the same power level as D&D, which crams 14 tons of awesome into every fight, you need to check it out. It definitely has a lot of flaws (an unfortunate consequence of the fact that it was designed by a single man in 3 short months from start to finish), but the IH community hacks it back into shape regularly.

The best description that I've seen of what Iron Heroes is, and isn't.
 

They introduce skill groups and mention that you can spend 1 skill point on a skill group, which will increase all the skills associated to that group. But I don't see where it mentions you can spend more than 1 skill point on a skill group.

Are skill groups limited to Character Level + 3 for max ranks?
 

Yes, skill groups are limited to character level +3, just like skills.

Really, skill groups are just collections of skills; they basically function exactly as if the character had purchased the skills individually.

Note that some DMs (myself included) use a house rule (IIRC) that you can only buy skill groups available to your class at each class level. This prevents a character from taking levels in Thief (which grants access to six skill groups) and then retain access to those groups if he takes a level in, say, man-at-arms.
 

RigaMortus2 said:
They introduce skill groups and mention that you can spend 1 skill point on a skill group, which will increase all the skills associated to that group. But I don't see where it mentions you can spend more than 1 skill point on a skill group.

Are skill groups limited to Character Level + 3 for max ranks?

Yes, unless you're playing a Thief, in which case it's Character Level +5 for max ranks. :D

What it means, is that even characters with fewer skill points or fewer skill groups end up being good at a lot more skills in general than an equivalent D&D character, it guarantees that each type of character will be good at the skills they should be good at, and it also allows for easier cross-training.

So, for example, Berserkers get the Athletics skills group, which includes Climb, Jump and Swim, and he gets 4 + Int skill points (x4 at first level) every level. So, for every skill point he spends on the Athletics skill group, he gets a rank in all three -- Climb, Jump and Swim. It's a three-for-one deal, that leaves him another 3 + Int skill points for whatever other skills he wants to be good at. And since there is no such thing as a cross-class skill in IH, all the other skills can be purchased at one rank per skill point spent... There's no penalty for cross-training.
 


ruleslawyer said:
Note that some DMs (myself included) use a house rule (IIRC) that you can only buy skill groups available to your class at each class level. This prevents a character from taking levels in Thief (which grants access to six skill groups) and then retain access to those groups if he takes a level in, say, man-at-arms.
Is this a house rule? I thought that was the way it worked in the RAW? Same as normal D&D, if you multiclass your class skills are those of your current class, not what you have accumulated during your multiclassing.
 

Capellan said:
Actually, it's the higher of (thief class level + 5) and (character level +3).

You are right... I was going from memory, and goobered it up.

Sorcica said:
Is this a house rule? I thought that was the way it worked in the RAW? Same as normal D&D, if you multiclass your class skills are those of your current class, not what you have accumulated during your multiclassing.

Nope, in IH, the RAW is that you get the skill groups of ALL the classes you have ever taken. So, a carefully multiclassed character can accumulate all the skill groups in three levels -- Thief 1/Man at Arms 1/(Archer, Executioner or Hunter) 1.

Most DMs houserule it.
 

Pbartender said:
Nope, in IH, the RAW is that you get the skill groups of ALL the classes you have ever taken. So, a carefully multiclassed character can accumulate all the skill groups in three levels -- Thief 1/Man at Arms 1/(Archer, Executioner or Hunter) 1.

Most DMs houserule it.
I can understand why. :\
 

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