shadow
First Post
I've been trying to design a homebrew setting for years, but unfortunately no published version of D&D really fit my vision. Several things bugged me about D&D assumptions: the reliance on magic items, the weird and irreconcilable arcane/divine divide, characters getting too many magic or "supernatural" using characters. 4th edition D&D threw out a number of traditions, but still the same high magic setting exists (except now all characters have a limited number of daily powers). I envision a setting somewhat like the high fantasy of Tolkien and David Eddings - magic exists, it can be powerful, but it is often subtle and rare. Characters fight not with magic items and special "powers", but with superior training and a destiny (although a few cool maneuvers and an occasional, rare epic item don't hurt).
I took a brief look at Iron Heroes and liked what I saw - characters not defined by a complete party role, but rather combat style which could allow more customization in role playing IMHO (e.g. - Does anyone ever play the cleric as anything other than a priest or holy man? Not in games that I've played in at least.) I also like the option of playing powerful heroes in a lower magic setting.
My question is how well the rules can be adopted to a high fantasy setting. Iron Heroes is explicitly written toward Sword and Sorcery style play which in many ways is the antithesis of High Fantasy. I'm looking for clear morality/Good vs. Evil, characters on epic quests, and the occasional, powerful epic adversary. Can Iron Heroes handle that style of game without completely rewriting the rules? How would I handle non-human races in Iron Heroes (elves and dwarves in the style of Tolkien). Also, what about the magic system? (I've been thinking of adapting Green Ronin's True Sorcery. Could that work with Iron Heroes?) What are some simple things I could do to adapt Iron Heroes to my setting to reflect high fantasy better?
I took a brief look at Iron Heroes and liked what I saw - characters not defined by a complete party role, but rather combat style which could allow more customization in role playing IMHO (e.g. - Does anyone ever play the cleric as anything other than a priest or holy man? Not in games that I've played in at least.) I also like the option of playing powerful heroes in a lower magic setting.
My question is how well the rules can be adopted to a high fantasy setting. Iron Heroes is explicitly written toward Sword and Sorcery style play which in many ways is the antithesis of High Fantasy. I'm looking for clear morality/Good vs. Evil, characters on epic quests, and the occasional, powerful epic adversary. Can Iron Heroes handle that style of game without completely rewriting the rules? How would I handle non-human races in Iron Heroes (elves and dwarves in the style of Tolkien). Also, what about the magic system? (I've been thinking of adapting Green Ronin's True Sorcery. Could that work with Iron Heroes?) What are some simple things I could do to adapt Iron Heroes to my setting to reflect high fantasy better?