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Quick Iron Heroes Primer???
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<blockquote data-quote="Rystil Arden" data-source="post: 2943797" data-attributes="member: 29014"><p>Here's what I told the last person who I taught the system (much of this you don't have to worry about because of the pregen):</p><p></p><p>*There are no cross-class skills--if you pick a skill group your class knows, you get all the skills in the group for the price of one. Otherwise, you can just buy any skill you want.</p><p></p><p>*Armour gives a variable DR instead of AC. To compensate, classes get a base Defense bonus. Oh yeah, since Armour isn't involved, it is called Defense instead of AC now</p><p></p><p>*Most skills have cool new uses that can allow you to do fun things during combat</p><p></p><p>*Skills, attack rolls, and other checks have 'challenges'. This is where you take a preemptive penalty to a d20 roll to get a special effect if you make it anyway. This is very similar to how accelerated Climb checks work normally, but you can do it more often. The only challenge that is a bit unlike the others (but still fundamentally similar) is the defense challenge, where you take a penalty to defense to get a bit of extra DR.</p><p></p><p>*Feats have big chains of special effects, so you can take, for instance, Cleave (1) and get normal Cleave, then Cleave (3) and get Great Cleave, and then Cleave (9) and get extra attacks on every critical threat.</p><p></p><p>*In order to govern the feat chains more easily, each class has a mastery rating for different sorts of feats, and these are the only prereqs to get to the goodies on the feat chains</p><p></p><p>*Many classes have tokens that they can gain in various ways and spend for special abilities. This allows them to avoid the X uses per day syndrome. Particularly, you are playing a Berserker. They can go into rage infinitely many times per day as long as they spend some fury tokens, and they can keep the rage going by cashing in tokens. They gain tokens by getting hit, howling in fury to stoke their rage (takes up an action), or watching their allies cut down around them.</p></blockquote><p></p>
[QUOTE="Rystil Arden, post: 2943797, member: 29014"] Here's what I told the last person who I taught the system (much of this you don't have to worry about because of the pregen): *There are no cross-class skills--if you pick a skill group your class knows, you get all the skills in the group for the price of one. Otherwise, you can just buy any skill you want. *Armour gives a variable DR instead of AC. To compensate, classes get a base Defense bonus. Oh yeah, since Armour isn't involved, it is called Defense instead of AC now *Most skills have cool new uses that can allow you to do fun things during combat *Skills, attack rolls, and other checks have 'challenges'. This is where you take a preemptive penalty to a d20 roll to get a special effect if you make it anyway. This is very similar to how accelerated Climb checks work normally, but you can do it more often. The only challenge that is a bit unlike the others (but still fundamentally similar) is the defense challenge, where you take a penalty to defense to get a bit of extra DR. *Feats have big chains of special effects, so you can take, for instance, Cleave (1) and get normal Cleave, then Cleave (3) and get Great Cleave, and then Cleave (9) and get extra attacks on every critical threat. *In order to govern the feat chains more easily, each class has a mastery rating for different sorts of feats, and these are the only prereqs to get to the goodies on the feat chains *Many classes have tokens that they can gain in various ways and spend for special abilities. This allows them to avoid the X uses per day syndrome. Particularly, you are playing a Berserker. They can go into rage infinitely many times per day as long as they spend some fury tokens, and they can keep the rage going by cashing in tokens. They gain tokens by getting hit, howling in fury to stoke their rage (takes up an action), or watching their allies cut down around them. [/QUOTE]
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