JohnSnow
Hero
Well, I'm out of town the first part of next week but I pre-ordered Iron Heroes thru Amazon. So it should arrive about when I get back home.
This game looks like a lot of fun to me. I've always wanted mechanically distinct options for fighter types to encourage them to pull off maneuvers more complicated than "I whack him." Kevin (Piratecat) was playtesting this game and he called it "heroic asskicking" in the Conan mode. Tokens sound like something extra to manage, but if they allow the PCs to have cool options that aren't constrained by some wonky "X uses/day" mechanic, I'm all for them. The playtesters haven't had anything but good things to say about 'em, so I bet they play a lot easier than initial impressions might suggest.
I think you may be reading into this a little. BlackMoria didn't say "Iron Heroes takes as long to master as D&D." He said your first several combats will take longer than D&D as you learn the new rules. Personally, I'd gauge "first several" to mean 7-10. In other words, there's a learning curve as you master tokens, "combat stunts," and a few other new rules. Of course, as I understand the game, once you've mastered those, that's it. Characters don't seem to get any "brand new abilities" (like spells with totally different mechanics) at high levels. Rather, from what we've seen, their high-level abilities are just extensions of their low-level ones that use the same basic mechanic. Ergo, no continuous learning curve.
Not having to constantly learn new mechanics as you level up is HUGE! The archer class has 20 abilities it can trigger. That's it. The hunter has fewer than that. Even if all 10 classes averaged 20 (which I doubt!), that's still fewer special abilities to learn than there are wizard (or cleric or druid) spells in the PHB alone. And most of the abilities use familiar mechanics after the unfamiliar trigger (e.g. Deadly Shot - spend 2 tokens to add 1/2 your dex bonus to damage on one attack). Another example is that many of the high-level ones build off the low-level ones (i.e. Improved Deadly Shot - spend 2 tokens to add your dex bonus to damage on all your attacks this round). That doesn't seem like it'll take terribly long to learn - but I'm not surprised it takes a little time.
(Oh, and, as an aside, tokens are "per encounter" so you probably spend 'em about as fast as you can get them, meaning they're only a resource to track during combat, not after).
Remember - the spell and magic item rules are gone. GONE. Attacks of Opportunity have been greatly simplified. Stunts and skill challenges both use very simple d20-based mechanics.
I dunno, it just doesn't sound like that much extra to me. On the other hand, I LIKE combat scenes, so anything to make combat cooler is cool with me. Of course, I'm still gonna order an Iron Heroes Battlebox from Fiery Dragon...
This game looks like a lot of fun to me. I've always wanted mechanically distinct options for fighter types to encourage them to pull off maneuvers more complicated than "I whack him." Kevin (Piratecat) was playtesting this game and he called it "heroic asskicking" in the Conan mode. Tokens sound like something extra to manage, but if they allow the PCs to have cool options that aren't constrained by some wonky "X uses/day" mechanic, I'm all for them. The playtesters haven't had anything but good things to say about 'em, so I bet they play a lot easier than initial impressions might suggest.
BelenUmeria said:BlackMoria said:On the surface, it may appear that the nature of the IH rules makes for longer combats but it takes about the same amount of time...... the caveat being equal familiarity with the core and IH rules. The first several combats will take more time as players and the DM get familiar with the IH rules.
Ugh...if it requires the same level of knowledge to run IH as 3.5, then that is a nightmarish amount of additional rules. I really dislike the whole token/action point model. It just adds additional complexity and recording keeping to the game.
I think you may be reading into this a little. BlackMoria didn't say "Iron Heroes takes as long to master as D&D." He said your first several combats will take longer than D&D as you learn the new rules. Personally, I'd gauge "first several" to mean 7-10. In other words, there's a learning curve as you master tokens, "combat stunts," and a few other new rules. Of course, as I understand the game, once you've mastered those, that's it. Characters don't seem to get any "brand new abilities" (like spells with totally different mechanics) at high levels. Rather, from what we've seen, their high-level abilities are just extensions of their low-level ones that use the same basic mechanic. Ergo, no continuous learning curve.
Not having to constantly learn new mechanics as you level up is HUGE! The archer class has 20 abilities it can trigger. That's it. The hunter has fewer than that. Even if all 10 classes averaged 20 (which I doubt!), that's still fewer special abilities to learn than there are wizard (or cleric or druid) spells in the PHB alone. And most of the abilities use familiar mechanics after the unfamiliar trigger (e.g. Deadly Shot - spend 2 tokens to add 1/2 your dex bonus to damage on one attack). Another example is that many of the high-level ones build off the low-level ones (i.e. Improved Deadly Shot - spend 2 tokens to add your dex bonus to damage on all your attacks this round). That doesn't seem like it'll take terribly long to learn - but I'm not surprised it takes a little time.
(Oh, and, as an aside, tokens are "per encounter" so you probably spend 'em about as fast as you can get them, meaning they're only a resource to track during combat, not after).
Remember - the spell and magic item rules are gone. GONE. Attacks of Opportunity have been greatly simplified. Stunts and skill challenges both use very simple d20-based mechanics.
I dunno, it just doesn't sound like that much extra to me. On the other hand, I LIKE combat scenes, so anything to make combat cooler is cool with me. Of course, I'm still gonna order an Iron Heroes Battlebox from Fiery Dragon...

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