Iron Kingdoms players handbook opinons

I was really looking forward to this book, and borrowed a friends copy to read before I bought it. I'm not buying it right now. It has some interesting stuff, but since I am not planning on running an IK campaing in the next 6 months it didn't have enough that I wanted to use in other stuff. I will check out the world book when it comes out and may revise my decision then.
 

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Stormborn said:
I was really looking forward to this book, and borrowed a friends copy to read before I bought it. I'm not buying it right now. It has some interesting stuff, but since I am not planning on running an IK campaing in the next 6 months it didn't have enough that I wanted to use in other stuff. I will check out the world book when it comes out and may revise my decision then.


Much as I love IK, you have have a point. It certainly has limited appeal for something to merely swipe ideas from. It has much greater value if you (a) intend to run that as a setting or (b) you play the minis game and want some background flavor.
 




Oh yeah the first thing that caught my eye was the art (arguably better than some WOTC material *coughd20futurecough*) the second thing was the sheer MASS of the thing. $40 for 400 pages! thats like 10c a page!

I will have to give it a good long read through before I make a final decision. Although this is by far the most appealing (to me at least) "grim & gritty" setting I have yet to see, and that is saying something cause I like my games high fantasy and dripping magic (IOW eberron is right up my alley).
 

I've mentioned before how incredibly awesome this book is, but there are a few things you should know about. The mechanika section (about the "modular magic items mentioned) is pretty long and dry, and took me several read-throughs to get. While the book says that "every +1 sword will have a story," they LIE! Mechanikal (magic-technology fused) weapons are essentially mass-produced, and readily available. Also, they are significantly cheaper than even normal D&D magic items, but they run on batt... Whoops, arcanodynamic accumulators, so they get expensive fast. The rules on steamjacks are dissapointingly short, so I guess the Liber Mechanika will have more.

I love this setting, but like I said, there are some things about it. All in all, it's practically a must-buy.

BTW, ogrun have 1 starting hit die (I know, normally against the rules) and a +1 LA; trollkin have a +1 LA.

EDIT: And the art is incredible.
 
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I liked it, but was severely disappointed at the lack of Warjacks and such in it. It was one of the primary reasons I was waiting for it. I think the lack of them tainted the setting.

I am hoping that the World book has something regarding them in it.

I paid $40, but prolly think it is work $30 - 35.

If the World book has Warjacks in them, I may pick it up, if not i won't and wil likely sell the CG.

Razuur
 

I was lucky enough during Gen Con that one of my roomies was Joseph Miller and he had a contributor copy that had a leather cover. He was kind enough to let me look it over.

It was good overall but I didn't like the way it started off with the cosmology. I guess I'm used to the WoTC products where they start off with the player goodies and then move into other areas from there. The level adjustment thing on the trollkin with the 1 hit die was also odd. Does that mean they have +2 LA and no corossponding humanoid skills or feats? I'd probably rework that.

Art is indeed top notch, but a different style than their previous products which looked more pen and ink as opposed to these looking like charcoal ones.
 

John Q. Mayhem said:
I've mentioned before how incredibly awesome this book is, but there are a few things you should know about. The mechanika section (about the "modular magic items mentioned) is pretty long and dry, and took me several read-throughs to get. While the book says that "every +1 sword will have a story," they LIE! Mechanikal (magic-technology fused) weapons are essentially mass-produced, and readily available. Also, they are significantly cheaper than even normal D&D magic items, but they run on batt... Whoops, arcanodynamic accumulators, so they get expensive fast. The rules on steamjacks are dissapointingly short, so I guess the Liber Mechanika will have more.

I think they meant that every magical (as opposed to mechanikal) item would have a story becuase they are harder to make and rare now that mechanikal items are availoable.

By the way, is there any indication when this Liber Mechanika will come out?
 

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