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Iron Heroes...what's your opinion?
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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 2483264" data-attributes="member: 6533"><p>I like it a lot. I might say that I love it. </p><p></p><p>In my limited experience with it, thus far, combat has, in fact, sped up.</p><p></p><p>Mind you this is clocking the number of combats in a session not the length of individual combats, but I am confident in saying that combat is now a much more effecient aspect of my game than it has been in the past. </p><p></p><p>Potential factors for why this is so:</p><p></p><p>- Recovery time from an individual combat is much faster and does not take place within combat.</p><p>- Skills are more potent, useful, and spread throughout the party. This means that everyone is useful throughout an individual encounter and thus everyone tends to help out at every aspect and things go faster.</p><p>- Stunts make it much easier to deal with rules questions and unusual situations.</p><p>- The characters are just more robust and players feel much more confident about using them. It should be noted that things are just as deadly for players resource-wise, they just take less time deciding how to spend those resources.</p><p>- The token system together with its request pausing is probably saving us time. A player who drops out of the action for a round and then comes back with a very effective attack is a very effecient user of playing time. In many ways it's sort of institutionalized the player pause, I no longer have to wait for someone to decide since gathering tokens is always a good default decision.</p><p></p><p>It should be noted that thus far I have run normal DnD characters against IH characters. </p><p></p><p>In terms of Glassjaw's critique. I find the IH version of Conan to be slightly better than the one in the Conan OGL, though they emphasize different aspects of the character and get different things right, and I think the IH version of something like Fafhrd and the Grey Mouser is very very close to the mark. I think Glassjaw is likely bringing a different set of experiences with prior gaming systems and their justifications to the table than I am and as such IH is competing against a different crowd for me. Figuring out why we differ would take a goodly long discussion and a good amount of free benevolence. Some of his critiques I would likely agree with but not consider a high priority. Others I would likely not agree with but probably only out of different goals or measuring parameters for an RPG system.</p><p></p><p>The reserve system, for instance, strikes me as far more elegant than a VP/WP system. I recognize, as I assume Glassjaw does, that it provides one solution to a number of different questions implied by the hit point system in game play where VP/WP provides a number of solutions to a couple of distinct questions. For me going from many to one is a benefit as it reduces the scope of the debate, for others I'm certain it seems like a dodge since some of those questions could have used individual answers.</p><p></p><p>I have not yet messed with magic. I like the Arcanist class, but I pretty much always intended to convert it into an AE class or XPH class for their magic systems and then bring it back into the game. Noone in my game is playing a magic-user thus far.</p><p></p><p>My players love it. It's been very inspiring to me. That's what I got.</p><p></p><p>Large portions of it will be freely portable others less so. Still not certain what the specific logic for deciding on feat masteries for classes converting to IH would be.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 2483264, member: 6533"] I like it a lot. I might say that I love it. In my limited experience with it, thus far, combat has, in fact, sped up. Mind you this is clocking the number of combats in a session not the length of individual combats, but I am confident in saying that combat is now a much more effecient aspect of my game than it has been in the past. Potential factors for why this is so: - Recovery time from an individual combat is much faster and does not take place within combat. - Skills are more potent, useful, and spread throughout the party. This means that everyone is useful throughout an individual encounter and thus everyone tends to help out at every aspect and things go faster. - Stunts make it much easier to deal with rules questions and unusual situations. - The characters are just more robust and players feel much more confident about using them. It should be noted that things are just as deadly for players resource-wise, they just take less time deciding how to spend those resources. - The token system together with its request pausing is probably saving us time. A player who drops out of the action for a round and then comes back with a very effective attack is a very effecient user of playing time. In many ways it's sort of institutionalized the player pause, I no longer have to wait for someone to decide since gathering tokens is always a good default decision. It should be noted that thus far I have run normal DnD characters against IH characters. In terms of Glassjaw's critique. I find the IH version of Conan to be slightly better than the one in the Conan OGL, though they emphasize different aspects of the character and get different things right, and I think the IH version of something like Fafhrd and the Grey Mouser is very very close to the mark. I think Glassjaw is likely bringing a different set of experiences with prior gaming systems and their justifications to the table than I am and as such IH is competing against a different crowd for me. Figuring out why we differ would take a goodly long discussion and a good amount of free benevolence. Some of his critiques I would likely agree with but not consider a high priority. Others I would likely not agree with but probably only out of different goals or measuring parameters for an RPG system. The reserve system, for instance, strikes me as far more elegant than a VP/WP system. I recognize, as I assume Glassjaw does, that it provides one solution to a number of different questions implied by the hit point system in game play where VP/WP provides a number of solutions to a couple of distinct questions. For me going from many to one is a benefit as it reduces the scope of the debate, for others I'm certain it seems like a dodge since some of those questions could have used individual answers. I have not yet messed with magic. I like the Arcanist class, but I pretty much always intended to convert it into an AE class or XPH class for their magic systems and then bring it back into the game. Noone in my game is playing a magic-user thus far. My players love it. It's been very inspiring to me. That's what I got. Large portions of it will be freely portable others less so. Still not certain what the specific logic for deciding on feat masteries for classes converting to IH would be. [/QUOTE]
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