Iron Heros

I love Grim Tales. Would like to get Conan and Black Company too. I like my games like I like my women....

I'm interested in IH, though, too. It's definitely still high-fantasy, which is not my #1 choice, but it still looks interesting. Mearls does some good stuff, and what I've seen mechanically is intriguing. If nothing else, trying to address my only real peeve with 3.x is a worthy goal.

Plus, it will provide countless hours of entertainment arguing about it here :p
 

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Akrasia said:
What does Iron Heroes do that Conan does not already do?

It seems that Conan already accomplishes the goal of providing a d20 game balanced for low and rare magic. It has defense-based combat, hero points, PC 'boosts' to compensate for the absence of magic, etc.

I guess that IH has the advantage of being 'setting neutral' (though I really like Hyboria). But aside from that, what is 'new' or 'better' about IH?

Just curious (I don't really have a strong attachment to either system, as both seem far too 'crunchy' for my tastes as a GM).

I've already got Conan d20, and have used much of it in my games. It is definatly an improvement over General Issue D&D, but I'm one of those who always looks to the horizon for something new...

I like the Feat Mastery idea (feats that improve over time) and the idea of Reserve HP (an interesting take on the wound/vitality system IMO. I am also always open to new magic systems (the Conan system is a good one for games where Sorcerors are all NPCs but it is hard to deal with when a PC caster is present).

The Token system is something I'm still not sure about. It may add more complexity to an already complex system (which is very bad from my experience), but then it may turn out not to slow down the play in any noticeable way.

I'd like to read the thread that people keep mentioning, but I cant seem to find it.
 
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(Psi)SeveredHead said:
What are Conan's feats like?

well Dodge provides a flat +1 to AC instead of a targeted one (a marked improvement over 3.x systems)

there are other feats as well, like Steely Gaze and Menicing Aura that allow you to intimidate foes in combat.

there is a feat that lets you resits getting drunk, and also gives you bonuses to investigation like skills when your character is drinking.
 

Iron Heroes seems to provide an interesting take on fantasy cinematic adventures, but I'm worried it may be too complex to run. I'm having problem with D&D's complexity as it is. I might give it a try, but only after reading some reviews and if I can get a group interested in playing it.
 

Yair said:
Iron Heroes seems to provide an interesting take on fantasy cinematic adventures, but I'm worried it may be too complex to run. I'm having problem with D&D's complexity as it is.
That's how I feel about it too. However, I suspect that it may look more complex on paper than it actually is in play. The part that least appeals to me is that it seems to treat game mechanics as a game in themselves, whereas I prefer game mechanics to fade into the background. I'll probably end up buying it, if only to mine for ideas. I'm especially interested in the conversion rules for using standard D&D and Arcana Evolved classes to be magic-item-free while remaining balanced.

IMO the biggest difference between it and Conan is that IL is balanced for use with standard D&D encounters. I like that I could take IL characters through a D&D module or run an IL character or two in a otherwise standard D&D game.
 

Michael Tree said:
IMO the biggest difference between it and Conan is that IL is balanced for use with standard D&D encounters. I like that I could take IL characters through a D&D module or run an IL character or two in a otherwise standard D&D game.

But we still don't know how it's going to accomplish this. One of the examples brought up in the other thread was the spectre. If you don't have any magic items, how do you defeat it? From what I gathered, it sounded like it may involve some degree of hand-waving on the DM's part.
 


Michael Tree said:
The part that least appeals to me is that it seems to treat game mechanics as a game in themselves, whereas I prefer game mechanics to fade into the background.

That concerns me as well. Action points are about as meta-gamey as I want to get.
 

This already strikes me as a good fit for a Chinese sword opera game a la Crouching Tiger. Feat masteries could translate as martial arts schools and techniques. Stunts are obviously appropriate to the genre. I wonder if there's a Improved Unarmed Strike feat mastery?

I'm a big 20 Modern man...there are some possibilites there, too...
 
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The deed is done...

Having read the web page and the two threads here I've gone and preordered the book... now I just have to wait...

It looks like a good bit to me... if nothing else this book may end up as more fuel for my own RPG project.
 

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