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Iron Heroes...what's your opinion?
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<blockquote data-quote="Particle_Man" data-source="post: 2485229" data-attributes="member: 892"><p>From page 4: "It should be noted that this book is intened for those who have already played roleplaying games in the past. Beginners looking for a simplistic, tutorial-style game book should look elsewhere. This is an advanced rulebook."</p><p></p><p>That said, 7th Sea had both "beginners" and "advanced" roleplay advice, and the "don't ruin other peoples' fun just because you are trying to be 'in character': Pick a different 'character' to 'be in' instead " advice was in the "Advanced" section of the 7th Sea game, so maybe it officially counts as "advanced roleplaying advice".</p><p></p><p>Personally, I like Iron Heroes a lot, but am still absorbing it. I think I might simply try the magic system out at first and see what happens. Another option is simply to ban evocation, conjuration and transmutation and see what develops from that. </p><p></p><p>But the traits, skill challenges, combat challenges, multiple choice class abilities, multiple choice token use, feat mastery feats, and stunts are all cool to me. I like that there is the emphasis on combat. I also like that the "do nothing" options are there, because some players will "do nothing" in any case -- they might as well provide something useful to the party for doing what they will do anyhow, by gathering tokens.</p><p></p><p>I think the DR/magic was just short-hand for "some monsters go through your armor like tissue paper" since there are no magic weapons (or if there are, they are rare and cursed). Even the transmutation method doesn't make weapons magical. It just makes them better weapons.</p></blockquote><p></p>
[QUOTE="Particle_Man, post: 2485229, member: 892"] From page 4: "It should be noted that this book is intened for those who have already played roleplaying games in the past. Beginners looking for a simplistic, tutorial-style game book should look elsewhere. This is an advanced rulebook." That said, 7th Sea had both "beginners" and "advanced" roleplay advice, and the "don't ruin other peoples' fun just because you are trying to be 'in character': Pick a different 'character' to 'be in' instead " advice was in the "Advanced" section of the 7th Sea game, so maybe it officially counts as "advanced roleplaying advice". Personally, I like Iron Heroes a lot, but am still absorbing it. I think I might simply try the magic system out at first and see what happens. Another option is simply to ban evocation, conjuration and transmutation and see what develops from that. But the traits, skill challenges, combat challenges, multiple choice class abilities, multiple choice token use, feat mastery feats, and stunts are all cool to me. I like that there is the emphasis on combat. I also like that the "do nothing" options are there, because some players will "do nothing" in any case -- they might as well provide something useful to the party for doing what they will do anyhow, by gathering tokens. I think the DR/magic was just short-hand for "some monsters go through your armor like tissue paper" since there are no magic weapons (or if there are, they are rare and cursed). Even the transmutation method doesn't make weapons magical. It just makes them better weapons. [/QUOTE]
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Iron Heroes...what's your opinion?
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