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What are everyones thoughts on Iron Heroes?
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<blockquote data-quote="BlackMoria" data-source="post: 2445700" data-attributes="member: 424"><p>Our group's experience is that tokens don't add complexity to combat. Using tokens is no different that keeping track of modifers in a standard game. Someone casts bull strength the fighter, the cleric casts bless and divine favor on people, the bard sings a inspirational song....etc. In a typical combat, people are already keeping track of modifiers. </p><p></p><p>Using tokens doesn't mean you suddenly need to a be a quasi-accountant ..... certainly no more that standard D&D needs you to be a quasi-accountant (the argument that standard D&D is too complex already I will not get into).</p><p></p><p>Gaining and using tokens takes up....well, maybe 5 seconds of my time during my turn. Tokens, in and of themselves, doesn't add to the complexity of combat, in my experience. </p><p></p><p>Tokens is only one aspect of IH combat....an aspect that too many people think it the heart of the IH combat system. It is not. There is far more to the combat subsystem than that.</p><p></p><p></p><p>Continuing on. Someone wondered if the IH combat was more tactical (I believe a reference to Advance Squad Leader was used) than the core rules combat. My answer - only if you want. Our group found the 'tactical' aspect of IH combat no more or no less than the core rules for play experience. IH has more options (zones, combat stunts, etc) to make combat more interesting and cinematic but if you choose not to use them, IH doesn't fall apart as a result.</p><p></p><p></p><p>Onward again. Several people asked how the core characters and IH characters will mesh. </p><p></p><p>First up, you can use core classes and IH classes together (our group is doing so in our online campaign). The IH classes is balanced to the core classes as long as you take into account that the IH classes assume little to no magic items and that magic is more rare than the default core setting assumes. If you go this route, you are going to have a watch the balance of the IH characters because the default assumption is that IH characters have little access to magic. Therefore, if the IH character are kitted out in the same fashion as the core characters for magic items, the IH character will be better than the core characters.</p><p></p><p>Secondly, core and IH rules handle DR differently. Monsters and characters alike. If you are going to have both core and IH characters in your game, you are going to have to make some decisions in that regard.</p><p></p><p>Thirdly, the IH assumption is that magic is rare which means magical healing is very uncommon. IH rules account for this. You will need to make decisions on this as well.</p><p></p><p></p><p>Someone asked about using the core monsters with IH. Monster conversion will be minimal (about 90-95% of monsters in the core book can be used 'as is' in a IH campaign) but some monsters may require conversion.</p><p></p><p>Only 5 more days for those of you waiting..... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="BlackMoria, post: 2445700, member: 424"] Our group's experience is that tokens don't add complexity to combat. Using tokens is no different that keeping track of modifers in a standard game. Someone casts bull strength the fighter, the cleric casts bless and divine favor on people, the bard sings a inspirational song....etc. In a typical combat, people are already keeping track of modifiers. Using tokens doesn't mean you suddenly need to a be a quasi-accountant ..... certainly no more that standard D&D needs you to be a quasi-accountant (the argument that standard D&D is too complex already I will not get into). Gaining and using tokens takes up....well, maybe 5 seconds of my time during my turn. Tokens, in and of themselves, doesn't add to the complexity of combat, in my experience. Tokens is only one aspect of IH combat....an aspect that too many people think it the heart of the IH combat system. It is not. There is far more to the combat subsystem than that. Continuing on. Someone wondered if the IH combat was more tactical (I believe a reference to Advance Squad Leader was used) than the core rules combat. My answer - only if you want. Our group found the 'tactical' aspect of IH combat no more or no less than the core rules for play experience. IH has more options (zones, combat stunts, etc) to make combat more interesting and cinematic but if you choose not to use them, IH doesn't fall apart as a result. Onward again. Several people asked how the core characters and IH characters will mesh. First up, you can use core classes and IH classes together (our group is doing so in our online campaign). The IH classes is balanced to the core classes as long as you take into account that the IH classes assume little to no magic items and that magic is more rare than the default core setting assumes. If you go this route, you are going to have a watch the balance of the IH characters because the default assumption is that IH characters have little access to magic. Therefore, if the IH character are kitted out in the same fashion as the core characters for magic items, the IH character will be better than the core characters. Secondly, core and IH rules handle DR differently. Monsters and characters alike. If you are going to have both core and IH characters in your game, you are going to have to make some decisions in that regard. Thirdly, the IH assumption is that magic is rare which means magical healing is very uncommon. IH rules account for this. You will need to make decisions on this as well. Someone asked about using the core monsters with IH. Monster conversion will be minimal (about 90-95% of monsters in the core book can be used 'as is' in a IH campaign) but some monsters may require conversion. Only 5 more days for those of you waiting..... ;) [/QUOTE]
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