What are everyones thoughts on Iron Heroes?

I've allready ordered my copy and have a campaign planned for it. I'm very excited about IH, because it's supposed to get rid of those things I'm bothered by (magic items and, to a lesser extend the standart approach to magic) and deliver what I like (better combat, cinematic action and villains that are really special).
 

log in or register to remove this ad

I really like the concept. I have a player who specialized in breaking point-buy from years of V:TM LARP-recking so I'll see how breakable the system is in a few weeks.
 

Yet another book that I don't think I would ever use but nonetheless want to acquire (that + Ptolus + Dragon Magazine Compendium). I am certain this will be a much interesting book, but I have two questions:

-- About Iron Heroes: I am afraid that the new rules will make the combat system heavier than it already is, and thus combat will last even longer than in regular D&D. Any clue about that?

-- About a game without lots of magical items: I probably miss something, but apart from the CR of monsters (which is IMO near useless as done), the need for some magical weapons, and a mean to recover hit-points, I would like to know why so many people think it's impossible to play D&D characters who aren't full of magical items? What would prevent a campaign where 10th level PCs only have one or two magical items (maybe 3 for the lucky guy) each?
 

Turanil said:
-- About a game without lots of magical items: I probably miss something, but apart from the CR of monsters (which is IMO near useless as done), the need for some magical weapons, and a mean to recover hit-points, I would like to know why so many people think it's impossible to play D&D characters who aren't full of magical items? What would prevent a campaign where 10th level PCs only have one or two magical items (maybe 3 for the lucky guy) each?

At higher levels the classes with spellcasting abilities gain huge advantages in mobility when the fighters and rogues don't have access to things like winged boots or rings of blinking. The spellcasters lose less in general since they have still have access to all of the level appropriate magical effects in the game, just with lower save DC's and fewer spell slots than they would have normally.
 

I probably miss something, but apart from the CR of monsters (which is IMO near useless as done)


Thats basically the biggy. Magic items are linked into the power level of characters, and thats linked into CR. Supposedly a party of say 8th level characters who had no magic items would be far less powerful than a party who had whatever value worth of magic items, to the point where you could no longer be sure that they'd be able to deal with a CR 8 monster for instance.
So the idea is if you greatly reduce magic items, it will inhibit the DMs ability to pick proper challenges and inhibit the characters ability to face the kind of foes they are supposed to face.


However as you say CR is nearly useless at least in terms of judging challenges for a party anyway.


As far as Iron Heroes goes, I wasnt even really aware of it till now, but after looking on the Malhavoc website, it doesnt interest me much. Since magic is the thing I love most about fantasy stories and games, a game/setting/whatever like that just holds no real appeal to me.
 

I'm curious about the management of combat from the DM's perspective -- is there a "tokenless" method for DMs?

And I'm very curious about the magic system.

I am looking forward to discovering the answers!
 

Turanil said:
Supposedly a party of say 8th level characters who had no magic items would be far less powerful than a party who had whatever value worth of magic items, to the point where you could no longer be sure that they'd be able to deal with a CR 8 monster for instance.

No supposedly about it. I played under a "low magic" DM and we couldn't take near an appropriately leveled CR encounter.

And, CR is very useful if you follow those wealth guidelines.


I'm really looking forward to IH. I don't know if I'll be able to play a game of it, but its just too interesting to pass up. It has lots of new ideas, which I'm sure we'll see taken by others. I also can't wait to see the Arcanist. I wanna see the Arcanist!

EricNoah said:
I'm curious about the management of combat from the DM's perspective -- is there a "tokenless" method for DMs?

I believe that there are "NPC" classes that don't use tokens which the DM can make use of to ease play of PC opponents. Just another one of the intersting things introduced in IH. :)
 

It looks like it has a lot of potential. I have it pre-ordered since it is from Mearls/Malhavoc. I am hoping it will be a good potential system for a modified Game of Thrones campaign.
 

Slobber Monster said:
At higher levels the classes with spellcasting abilities gain huge advantages in mobility when the fighters and rogues don't have access to things like winged boots or rings of blinking. The spellcasters lose less in general since they have still have access to all of the level appropriate magical effects in the game, just with lower save DC's and fewer spell slots than they would have normally.

For that matter, w/out magic items, spellcasters win in sheer damage volume, too. Oh, and surviving weird monster effects becomes a real problem. Umber hulk? Fighter, get ready to wander around the room uselessly, while the wizard either fries the hulk instantly or spends the rest of the encounter running away because he can't succeed at the Concentration check necessary to cast any spells while the hulk is pounding on him.

-The Gneech :cool:
 

I'll wait till I have the book in hand before making any judgements.

Black Company, Grim Tales and Dark Legacies have all handled my d20 gritty factors pretty well but this looks to add some "omph" to the grit and be low magic as opposed to purely low powered.
 

Remove ads

Top