Mixing Iron Heroes with standard D&D

Nikosandros

Golden Procrastinator
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In my recent thread about non-spellcasting assassins, the Executioner from IH has been suggested as a viable option.

I have the book and the classes are indeed very interesting.

Has anyone attempted to mix the IH classes with the standard ones?

Do you think that by having them advance with the different XP table and coming up with some (semi-plausible) reason to deny them the use of magic items, the end result would be more or less balanced?
 

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Theoretically it would be balanced.

However, the IH character would have access to different feats, would probably need to never have buff spells cast on them, and there would be wonky things like stunts, skill challenges, and other things of that nature. Add that to the inability to use magical items, and you end up with having to make a whole lot of concessions. After the concessions, it mght work, if your suspention of belief is still there. I think. Never tried it so its hard to say exactly how it would work out, a lot of the core assumptions of what a D&D character can do and what an Iron Heroes character can do are different, so that will have to be taken into consideration as well.

For an NPC, though, I don't see any problems. An IH character villian in a D&D campaign sounds like fun to me.
 

It would work as long as the IH character doesn't get magic items or any benefit from an ally's spells. In other words, it would create some issues during play.
 

A lot of the power of the IH classes come from the ancillary rules. If they don't get access to the skill challenges etc. they aren't so powerful.

If you want to mix him in straight in then I say limit him to normal feat selections, assign him normal saving throws and call it good.

If you want to leave him access to the normal IH feats then he belongs to a sect that thinks magic weakens the soul and refuse to use magic items. If you think it's still to much then they have to make saves even against helpfull magic. Of course at this point the party starts calling him 'BA'.
 

I pulled some D&D classes and rules into IH, rather than the other way around. I found the stunts, challenges, and feats rather a deadly meme; the more I was exposed to them, the more they started scribbling over the core rules in my head! :eek:

That said, the IH classes are built for the express purpose of using in a game that has no numerical bonuses from items or from (reliable) spells; IMHO, you can use them in a game that has spells and items that do not have those properties, but not one where they can easily get magic weapons and items that provide resistance, enhancement, and competence bonuses. However, as Andor suggested, if you're using just the class and not the feat, skill, stunt, and challenge rules, then all you have to do to port them is bring the save bonuses down to D&D standard (the Executioner should probably get good Ref and poor Fort and Will) and you're good. D&D doesn't use defense bonus anyway, so that's easily dispensed with. However, the IH classes aren't actually that interesting if you drag them completely out of the rest of the ruleset; the Executioner really requires at least the feats to be properly effective.

Also, IMHO, the XP table doesn't really have a balancing effect.
 


I've considered using the IH warrior classes (9 outta 10 :P) to replace the Fighter, Ranger, Paladin, and other D&D warriors. If I did so, I'd knock down the IH class's BA and Saves back down to "just" standard BA and Saves as Monk. :P My caster classes would improve saves up to Monk standard (good saves for all! :P)... and then I'd have to go and improve feats such as Spell Focus to keep casters competitive.

Argh.

The IH warriors are pretty damn cool though. Might be worth the re-crunching to make them D&D... or to super-size Casters to match. Then again... would an IH Berserker or Executioner be out of line with a party with out superheroes... such as Clerics and Druids?
 

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