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What are everyones thoughts on Iron Heroes?
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<blockquote data-quote="Li Shenron" data-source="post: 2448038" data-attributes="member: 1465"><p>Ok, it just seemed to me to be too flexible. IIRC from the IH previews, you gain tokens by spending actions or rounds "doing nothing", meaning for instance that the Archer spends a certain amount of actions effectively standing where he is and taking aim at the target, and receives a certain amount of tokens to spend in the next attack for bonuses, or something like that.</p><p></p><p>I am not afraid of the bookkeeping of this, but rather of the fact that every round players would be spend too much time thinking if they should make two attacks as a full attack or instead one attack and using the move action to get a token, or maybe skip this round and get 3 tokens, or maybe wait another round... The idea itself is nice, but I was afraid that it could just go overboard with options. Of course, you don't <em>have</em> to use those options, but it feels like you're not ever using a class feature.</p><p></p><p></p><p></p><p>Fine <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I thought that tokens had become the dearest idea to the developers and they might have made it too central to the book, but I'm glad it's not.</p><p></p><p></p><p></p><p></p><p>I think Monte or Mike explained that an IH class <em>without magic equipment</em> is equal to a PHB class <em>with </em>magic equipment, so the problem is that you must tell your players of IH classes that they should not use magic items.</p><p></p><p>What I would like from IH however is a different thing: if I want to use the PHB classes alongside the IH classes but I don't want even them to have magic items, how do I compensate them? I think I've seen mentioned that IH deals with this topic.</p><p></p><p></p><p></p><p>IIRC IH uses armor as DR but it is random, such as 1d4 for a chain shirt (which still retains a certain AC bonus). This is a much better idea than a flat DR which renders some attacks useless.</p><p></p><p></p><p></p><p>Variant fast natural healing rules?</p><p></p><p></p><p></p><p>Again IIRC there was a foundation assumption in the development of IH: that all monsters from any 3ed books should have the same CR when facing IH PCs. This was the key idea to make IH compatible to any adventure or setting already published, and not a standalone game.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 2448038, member: 1465"] Ok, it just seemed to me to be too flexible. IIRC from the IH previews, you gain tokens by spending actions or rounds "doing nothing", meaning for instance that the Archer spends a certain amount of actions effectively standing where he is and taking aim at the target, and receives a certain amount of tokens to spend in the next attack for bonuses, or something like that. I am not afraid of the bookkeeping of this, but rather of the fact that every round players would be spend too much time thinking if they should make two attacks as a full attack or instead one attack and using the move action to get a token, or maybe skip this round and get 3 tokens, or maybe wait another round... The idea itself is nice, but I was afraid that it could just go overboard with options. Of course, you don't [I]have[/I] to use those options, but it feels like you're not ever using a class feature. Fine :) I thought that tokens had become the dearest idea to the developers and they might have made it too central to the book, but I'm glad it's not. I think Monte or Mike explained that an IH class [I]without magic equipment[/I] is equal to a PHB class [I]with [/I]magic equipment, so the problem is that you must tell your players of IH classes that they should not use magic items. What I would like from IH however is a different thing: if I want to use the PHB classes alongside the IH classes but I don't want even them to have magic items, how do I compensate them? I think I've seen mentioned that IH deals with this topic. IIRC IH uses armor as DR but it is random, such as 1d4 for a chain shirt (which still retains a certain AC bonus). This is a much better idea than a flat DR which renders some attacks useless. Variant fast natural healing rules? Again IIRC there was a foundation assumption in the development of IH: that all monsters from any 3ed books should have the same CR when facing IH PCs. This was the key idea to make IH compatible to any adventure or setting already published, and not a standalone game. [/QUOTE]
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