Iron Kingdoms world book ships!!


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Numion said:
Or was that just ridiculing the view that differs from yours? :\

The IKCG was chok-a-block full of crunch. As many have said, there is so much crunch in d&d/d20.

I'm cracking on warlord because if the IKCG wasn't enough crunch, you might as well be playing a console game.
 

There is no crunch, as the d20STL (or is it the OGL?) requires a certain proportion of the book to be Open Content, if the liscense is used at all. Since IKWG was intended as a primary fluff book, what little crunch got tabled for later use.

On the upside, it does include the color map from the L&L Character Primer.
 

Does Iron Kingdoms do anything different to the Core Rules?

For example, do they resolve firearms combat differently from the Core Rules: roll against AC and that's it. Or do they have DR and stuff like that for firearms?

Thanks.
 

dead said:
Does Iron Kingdoms do anything different to the Core Rules?

For example, do they resolve firearms combat differently from the Core Rules: roll against AC and that's it. Or do they have DR and stuff like that for firearms?

Thanks.

There are a number of different things, class changes, healing rules, etc.

But you could easily also chuck it all and use straight d20, it's not tough. :)
 


clockworkcrab said:
They've got a chapter two preview here.
There's not much there (and it's all fluff), but it might give an idea of what to expect.

Joe, you didn't talk about the Bodger in your review, which was one of the things in the book that I was most torn about. I loved the feel of the class but the mechanics seemed difficult to unworkable. I was wondering if you (or anyone else here) had any advice on how to run a Bodger.

That'll be one of the things I look up next time I've got the book. The Trollkin, non-spellcasting Ranger, Nyss and some of the other material have made it into our standard fantasy campaign (FR in case anyoen is wondering), but a lot of the material hasn't as some of it is inappropriate for a normal D&D style campaign, or just didn't ticklet the player's fancy.

I'm of the opinion that if a player wants to try a race that the GM should give him some option to but it hasn't come up. (Unlike the Ogrun which is why I mentioned it specifically).
 

Keeper of Secrets said:
They also have some world specific changes to what spells exist and what do not, in addition to some brutal changes to healing.

Heh! I'll say the changes are brutal, the corrupt cleric that was using Mass Cure Serious on the BBEG (and his minons, including himself) dropped dead! I laughed until it hurt! At that point nobody was in good shape, neither the party nor the BBEG and his cleric, the corrupt cleric was down to three and the BBEG was in the negatives (still standing because of a feat), while the PCs had one two or three left each. (Except for the Gobber, who was hiding, and had beeen missed by the misthrown bomb. The party managed to get everyone else in the room, including themselves.For a while it looked like the Gobber would be the sole survivor, and would end up finishing off the bad guys all by his lonesome.)

The Auld Grump
 
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Numion said:
C'mon. Does new rules always have to be about power-ups? For me, a nice PrC or feat here and there help define the world. Surely there should be some in a world as different from the standard D&D as Iron Kingdoms?
You are aware, are you not, of the other Iron Kingdoms book that's 400 pages of little else but crunch?
 

Joshua Dyal said:
You are aware, are you not, of the other Iron Kingdoms book that's 400 pages of little else but crunch?

Gotta disagree with ya there. Lots of background information, especially as far as the churches and religion, and their really out of place part about the constellations/celestial bodies.

Lots of crunch? Yup. 400 pages worth? Nope.
 

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