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Iron Heroes - Why?
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<blockquote data-quote="wingsandsword" data-source="post: 2497551" data-attributes="member: 14159"><p>I definitely went for the Christmas Tree of Magic selection, although the other two I also agree with to a lesser degree.</p><p></p><p>I like the idea of a fantasy RPG where magic isn't so common that the system inherently presumes that everybody is carrying around loads of magic items. </p><p></p><p>Ideally, I would say that any "permanent" (i.e. not consumable) item would be pretty much Lesser Artifact status (to use the D&Dism), each with a name and legend unto itself. Think of LotR, you can name every magic sword and ring the party carried, and Frodo's armor, and that's about it for what in many ways is the archetype of an adventuring party. If they were a D&D party, each one would have had a magic sword, armor, several wondrous items, a few potions each, and some stat-boosting items too. </p><p></p><p>I see Iron Heroes in many way as taking fantasy RPG's back to their roots, heroic high action where magic is rare, special and not something to meddle with, instead of something most characters get to cast eventually (8 out of 11 classes getting spells or spell-like abilities?).</p><p></p><p>Iron Heroes is also good for quasi-historic RPG's, since you can run low (or even no) magic games without the entire game feeling crippled, since D&D is built on such a high-magic framework.</p><p></p><p>Personally, if I was running a typical fantasy game with Iron Heroes (currently only playing in it), I'd import a different spellcaster (like the AE Magister), but keep magic items very rare.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 2497551, member: 14159"] I definitely went for the Christmas Tree of Magic selection, although the other two I also agree with to a lesser degree. I like the idea of a fantasy RPG where magic isn't so common that the system inherently presumes that everybody is carrying around loads of magic items. Ideally, I would say that any "permanent" (i.e. not consumable) item would be pretty much Lesser Artifact status (to use the D&Dism), each with a name and legend unto itself. Think of LotR, you can name every magic sword and ring the party carried, and Frodo's armor, and that's about it for what in many ways is the archetype of an adventuring party. If they were a D&D party, each one would have had a magic sword, armor, several wondrous items, a few potions each, and some stat-boosting items too. I see Iron Heroes in many way as taking fantasy RPG's back to their roots, heroic high action where magic is rare, special and not something to meddle with, instead of something most characters get to cast eventually (8 out of 11 classes getting spells or spell-like abilities?). Iron Heroes is also good for quasi-historic RPG's, since you can run low (or even no) magic games without the entire game feeling crippled, since D&D is built on such a high-magic framework. Personally, if I was running a typical fantasy game with Iron Heroes (currently only playing in it), I'd import a different spellcaster (like the AE Magister), but keep magic items very rare. [/QUOTE]
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Iron Heroes - Why?
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