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Mixing Iron Heroes with standard D&D
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<blockquote data-quote="ruleslawyer" data-source="post: 2642002" data-attributes="member: 1757"><p>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! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /> </p><p></p><p>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.</p><p></p><p>Also, IMHO, the XP table doesn't really have a balancing effect.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 2642002, member: 1757"] 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. [/QUOTE]
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Mixing Iron Heroes with standard D&D
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