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Romeoville(Friday Nights): Looking for players - Iron Heroes 3.5 D&D game...
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<blockquote data-quote="ShadowChemosh" data-source="post: 3021991" data-attributes="member: 28440"><p><strong>Major changes of Iron Heroes from D&D 3.5</strong></p><p></p><p>These are just an overview of the changes, but everyone I have introduced this system too really enjoys it so far.</p><p></p><p>Iron Heroes presents a world where magic is too dangerous and unpredictable to rely upon. Characters in this system do not need magic to become powerful. The Iron Heroes classes are all balanced to work without lots of magic items and magical abilities. This also means that there are ten new classes to choose from in Iron Heroes. These new classes get expanded uses out of Feats and Skills that you are already familiar with from 3.5 D&D PHB. The difference is that Skills get more use in combat, and Feats can be taken Master Levels in that give more uses out of the normal Feats. This is how the game keeps Iron Heroes character classes balanced vs monsters without the use of magic.</p><p></p><p>Being that there is no magic means that there are no clerics. So how does one heal, you get a set of Reserve Hit Points. These equal your total number of Normal Hit Points, but can be used out of combat to restore Hit Points lost at a 1 to 1 ratio. This saves the age old problem of no one wanting to play the Band-Aid Healing Cleric. Each Character is responsible for healing themselves. </p><p></p><p>One big change is that there is only one playable race in Iron Heroes and that's human. I know that can be a big disappointment to many people, but there are new 'Background' options that let you change your human character to be way different than others. Including being large size or small size. This allows players to truly make the type of character that they wish.</p><p></p><p>Another nice change that helps the game be played with less then 4 players is no more Cross Class Skills. So if you want your character to know Disable Device or Open Locks then you simply put a rank into the skill at a 1 to 1 ratio. With Iron Heroes you get a lot less of I am 'Bob the Fighter', but more of 'I am Bob of the Kaza Arctic Waste Tribes'.</p><p></p><p>As a DM one thing that became apparent right away when trying to run the sessions is that I don't have the normal ability to hand out magic items as a reward. With this loss it becomes more important for their to be a good story to award the players with instead. Which also makes the game more fun.</p><p></p><p></p><p>If interested send me an email to</p><p>shadowchemosh(at)yahoo(dot)com</p></blockquote><p></p>
[QUOTE="ShadowChemosh, post: 3021991, member: 28440"] [b]Major changes of Iron Heroes from D&D 3.5[/b] These are just an overview of the changes, but everyone I have introduced this system too really enjoys it so far. Iron Heroes presents a world where magic is too dangerous and unpredictable to rely upon. Characters in this system do not need magic to become powerful. The Iron Heroes classes are all balanced to work without lots of magic items and magical abilities. This also means that there are ten new classes to choose from in Iron Heroes. These new classes get expanded uses out of Feats and Skills that you are already familiar with from 3.5 D&D PHB. The difference is that Skills get more use in combat, and Feats can be taken Master Levels in that give more uses out of the normal Feats. This is how the game keeps Iron Heroes character classes balanced vs monsters without the use of magic. Being that there is no magic means that there are no clerics. So how does one heal, you get a set of Reserve Hit Points. These equal your total number of Normal Hit Points, but can be used out of combat to restore Hit Points lost at a 1 to 1 ratio. This saves the age old problem of no one wanting to play the Band-Aid Healing Cleric. Each Character is responsible for healing themselves. One big change is that there is only one playable race in Iron Heroes and that's human. I know that can be a big disappointment to many people, but there are new 'Background' options that let you change your human character to be way different than others. Including being large size or small size. This allows players to truly make the type of character that they wish. Another nice change that helps the game be played with less then 4 players is no more Cross Class Skills. So if you want your character to know Disable Device or Open Locks then you simply put a rank into the skill at a 1 to 1 ratio. With Iron Heroes you get a lot less of I am 'Bob the Fighter', but more of 'I am Bob of the Kaza Arctic Waste Tribes'. As a DM one thing that became apparent right away when trying to run the sessions is that I don't have the normal ability to hand out magic items as a reward. With this loss it becomes more important for their to be a good story to award the players with instead. Which also makes the game more fun. If interested send me an email to shadowchemosh(at)yahoo(dot)com [/QUOTE]
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