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Mastering Iron Heroes? Worth it?
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<blockquote data-quote="SteveC" data-source="post: 2800432" data-attributes="member: 9053"><p>I don't know if you have necessarily gotten the best impression on what is in the book from some of the earlier descriptions. It sounds like your assumption is that the Zone rules are some vague guidelines for how to make terrain a part of combats. There's a lot more to it than that. What they do is to take the general idea and give specific examples and mechanics in a manner that's balanced by character level. For me, that's useful information. <strong>Feng Shui</strong> is a book that every GM who runs a game with themes of over-the-top action should own. The discussion on running dramatic combats is something that everyone should read. That said, it doesn't really give you an idea of how much damage toppling a huge stone pillar over into the midst of your foes should do, let alone how much it should do based on the power level of your campaign. I love these sorts of mechanics, and I usually just make up a ruling on the spot for the damage. What the rules in <strong>MIH</strong> did was give me a framework to work from for how much damage to apply to make things <strong>consistent</strong>. </p><p></p><p>The book also contains a number of meta rules for campaigns: character creation, NPC creation, wealth, experience points, fate points and so on. It also has a set of rules for converting between standard D&D and IH, and a section on magic items and the drawbacks they would have in the IH campaign. </p><p></p><p>Should you buy the book? Sounds like you've decided not to, which is fine (of course!) For others, I think it should be pointed out that there is quite a bit of rules for any GM, including experienced ones, to use. It's not just 96 pages of rules for damage from different environment sources. The test I would use is: do you have all the ideas you want for an <strong>IH </strong> campaign just from the core books? If so, you don't need <strong>MIH</strong>. If you'd like some additional ideas for making a campaign and running a game, take a look. Further, if you like Mike Mearls' writing style and tend to agree with some of his notions about metagame issues, you definitely want to take a look at this book.</p></blockquote><p></p>
[QUOTE="SteveC, post: 2800432, member: 9053"] I don't know if you have necessarily gotten the best impression on what is in the book from some of the earlier descriptions. It sounds like your assumption is that the Zone rules are some vague guidelines for how to make terrain a part of combats. There's a lot more to it than that. What they do is to take the general idea and give specific examples and mechanics in a manner that's balanced by character level. For me, that's useful information. [B]Feng Shui[/B] is a book that every GM who runs a game with themes of over-the-top action should own. The discussion on running dramatic combats is something that everyone should read. That said, it doesn't really give you an idea of how much damage toppling a huge stone pillar over into the midst of your foes should do, let alone how much it should do based on the power level of your campaign. I love these sorts of mechanics, and I usually just make up a ruling on the spot for the damage. What the rules in [B]MIH[/B] did was give me a framework to work from for how much damage to apply to make things [B]consistent[/B]. The book also contains a number of meta rules for campaigns: character creation, NPC creation, wealth, experience points, fate points and so on. It also has a set of rules for converting between standard D&D and IH, and a section on magic items and the drawbacks they would have in the IH campaign. Should you buy the book? Sounds like you've decided not to, which is fine (of course!) For others, I think it should be pointed out that there is quite a bit of rules for any GM, including experienced ones, to use. It's not just 96 pages of rules for damage from different environment sources. The test I would use is: do you have all the ideas you want for an [B]IH [/B] campaign just from the core books? If so, you don't need [B]MIH[/B]. If you'd like some additional ideas for making a campaign and running a game, take a look. Further, if you like Mike Mearls' writing style and tend to agree with some of his notions about metagame issues, you definitely want to take a look at this book. [/QUOTE]
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