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<blockquote data-quote="Gold Roger" data-source="post: 2778948" data-attributes="member: 33904"><p>Though almost only seen as completely new game, Iron Heroes is excelently suited as toolbox as well. For example:</p><p></p><p>-Stunts and Zones: Make games more dynamic and excelent for all those crazy ideas you have on the fly the system usually doesn't support. Doesn't really affect power level, but adds options. Stunts are in Iron Heroes, Zones in Mastering Iron Heroes.</p><p></p><p>-Combat Challenges: Found in Iron Heroes. Again makes combat more dynamic, needs time to get used to though. Basically you trade off an advantage in one part of combat to get one somewhere else in combat (for example AC for AB).</p><p></p><p>-Skill Challenges: Take mali at skill checks for advantages in use, for example faster use. Gives you an advantage to really shine in some skills. Found in Iron Heroes</p><p></p><p>-Advanced Skill Use: Gives you loads off additional options to use your skills. Nice to give skills more significance. Some off these are a little overpowered though.</p><p></p><p>-Skill Groups: Allt skills can be taken as class skills, instead classes get skill groups. Take one rank in that skill group and you have a rank in all skills included in it. Great for more well rounded charakters.</p><p></p><p>-Villain Classes: Simplified classes only NPC's may take that fill classical evil roles.</p><p></p><p>There are loads off others, sometimes not as obvious as others. For example the Classes, Traits and Mastery Level feats seem very deep seated in the system, but with some work should work in "standart" D&D games.</p></blockquote><p></p>
[QUOTE="Gold Roger, post: 2778948, member: 33904"] Though almost only seen as completely new game, Iron Heroes is excelently suited as toolbox as well. For example: -Stunts and Zones: Make games more dynamic and excelent for all those crazy ideas you have on the fly the system usually doesn't support. Doesn't really affect power level, but adds options. Stunts are in Iron Heroes, Zones in Mastering Iron Heroes. -Combat Challenges: Found in Iron Heroes. Again makes combat more dynamic, needs time to get used to though. Basically you trade off an advantage in one part of combat to get one somewhere else in combat (for example AC for AB). -Skill Challenges: Take mali at skill checks for advantages in use, for example faster use. Gives you an advantage to really shine in some skills. Found in Iron Heroes -Advanced Skill Use: Gives you loads off additional options to use your skills. Nice to give skills more significance. Some off these are a little overpowered though. -Skill Groups: Allt skills can be taken as class skills, instead classes get skill groups. Take one rank in that skill group and you have a rank in all skills included in it. Great for more well rounded charakters. -Villain Classes: Simplified classes only NPC's may take that fill classical evil roles. There are loads off others, sometimes not as obvious as others. For example the Classes, Traits and Mastery Level feats seem very deep seated in the system, but with some work should work in "standart" D&D games. [/QUOTE]
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