Iron Heroes...what's your opinion?

Gundark

Explorer
I'm looking at Iron Heroes by Malhavoc press. I think something like this would be cool. However I'm wondering what those who have it think? Does it slow down combat? Is it worthwhile? What do those who know think?
 

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I haven't had chance to play it yet, but I have it and have read it. I think it's fantastic, at least from a combat point of view. I'm not convinced by the magic system, though I must admit I haven't seen it in operation.

It's what I wanted D&D to be, almost.

I think that the GM book is going to be a necessity. I'm assuming it contains rules for NPCs etc. which don't involve using the complexity of the PC's token system.

It has no unarmed combat types in it though. Don't know whether that's deliberate or not, or whether it's planned for another book. I'd have liked to see one unarmed combat class and to see it addressed in the feat mastery section. Would be simple to homebrew that aspect, though.
 

My enthusiasm has dimmed a little in the past week. I still maintain that Iron Heroes is an amazing work, but I'm not sure if it's quite what I thought it would be.

The jury is still out.
 

It's an awesome book, and I stand by the idea that I believe it's one of the best RPG purchases I have made this year. That said, it can use some work in the magic area, but everything else is spectacular.
 

Aside from the magic system, which even Mearls admits was rushed, the book is nothing except excellent. It's the only d20 product in two years to really grab my imagination and run.

Of course, you've got to love combat a bit to enjoy it.
 

It is taking a long time for me to digest. There is 4 phb's worth of crunch in here. Still, I am happy with it. It seems to give the player more crunchy options but makes the DM's life a bit easier.
 

Wow, I'm obviously in the minority here but I finally got a chance to read it and I don't like it all. Seriously.

Constantly while I read through it I had the feeling that it was suffering from an identity crisis and was rushed. It so wants to be Conan but it isn't. The book feels like mechanics without a home.

And then there is that Roleplaying chapter. What is this? Is this some kind of joke?

No unarmed combat abilities, an unnecessarily clunky reserve point system (why not just use VP/WP?), a token system that rewards players to spend actions to do nothing, a low-magic system in which armor grants DR but is overcome by magic weapons, a throwaway caster class and magic system, and quotes like:

"Players can get so caught up in the game's exciting combat and action that they forget to stress other key aspects of their characters, such as personality and background."

You have got to be kidding me.

Ugh, I just don't know what my problem is. Why does everyone like this and not me?

I so want to write a complete review but knowing myself, I'm afraid it will end up being 10 pages long. :confused:
 


There are a few simple conversion guidelines in the last few pages - for instance, Mike suggests doubling the token costs for class abilities if Iron Heroes PCs get magical gear, since the whole point of the token-powered abilities is to compensate for the absence of magical equipment.

There's a lot in Iron Heroes that would be very useful in a D&D campaign, but it's not necessarily something a novice DM could easily incorporate.
 

GlassJaw said:
Ugh, I just don't know what my problem is. Why does everyone like this and not me?

Nothing a frontal lobotomy can't fix. ;)

Seriously, diff'rent strokes and all that.

I think it's interesting, but I'm not exactly rushing to run a game of it (the way I am Spycraft 2.0. :) ). But I certainly can understand those who are crazy over it. And I'd certainly play it if offered.

If you are interested in what the hubbub is all about, it's only 14 bucks on DTRPG.
 

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