I gotta say, this will probably be the last Malhavoc purchase I ever make. I found IH to have the least Fun to Dollar ratio of any of the MP products. I guess I just have a different style of play, and for all the effort to make a well written, pleasing game, it just doesn't jive with me. I'm not even sure what I can take from IH to port to my game. It doesn't suck, don't get me wrong, but I just don't like it.
Yeah it is probably less portable than even Arcana Evolved, since the classes can't really be ported into a standard D&D high magic campaign. The challenges and stunts are about all that's worth taking for a standard game, and perhaps converting some of the new feats, or the skill system.
I think the zones and some of the ideas in the next book might be easier to transfer, but its a case of wait and see.
I wouldn't buy it if I wanted to add something to my existing homebrew based on D&D. But this is just the thing for a low(no) magic campaign I've always wanted to run.
Does anyone know if the upcoming Mastering Iron Heroes fixes the magic system?
If so, I'll consider buying it, otherwise I'm going to wait for Iron Heroes Evolved - there's a player in my group who always loves playing a spellcaster, so I can't play IH without a better magic system (she's my wife, so there's no chance of me having any say in her character choice )
There are several people at work on various solutions, including using ENWorld's own Elements of Magic, Green Ronin's Black Company, and many others. Some folks are porting in the Hexblade, I think.
There are several people at work on various solutions, including using ENWorld's own Elements of Magic, Green Ronin's Black Company, and many others. Some folks are porting in the Hexblade, I think.
the warlock port is very simple as well. There is work to create a Wiki with all the different systems. I ahven't decided what solution I'm gonna ripoff , since some pretty cool ideas by many people have come up.
Yesterday, we had our first Iron Heroes game (only a short one).
The game was fun, though we weren´t even remotely able to experiment with all options available to us. (And some of us would have prefered better dice rolls - the Master of Arms with the best AC suffered a critical hit in 2 of the 3 fights, and dropped unconcious in these fights (great for my Berserker - free 5 Tokens!) - he eventually died bleeding in the last fight. And the Executioner and Archer constantly missed (or failed class-related skill checks) )