Pluto!
2015-11-02, 11:20 AM
A couple of my friends are asking me to run an Iron Heroes game. Sounded good; I remember reading it a couple years back, but I never used anything in my games for some reason.
Thumbing back through it, I see why: the system drips of all the worst trappings of early-2000s d20 design - fiddly tacked-on subsystems, dozens of +/- 1 modifiers to beancount, Monte Cook, bad tactical options presented as character-defining abilities, class features expressed as die roll modifiers.
I'm willing to run with it, make a game happen, let the players crawl around in holes and get strafed to death by dragons, but if I'm cramming on a new variant system, I'd at least like to play to its strengths.
The problem is that I'm not actually sure what they are.
As best as I can see, the payoff for using Iron Heroes is the gamist thrill of accumulating and spending dozens of tokens from classes and feats and other feats to your heart's content each combat. And beyond that, just kind of rolling with the normal d20 hack-and-slash.
What I'm thinking about doing with the system:
Lots of relatively low-level humanoid mooks. These will help the players get all the tokens they need to actually use their class abilities. I'll probably crib the 4e Minion rules to make fights against lots of creatures less painful.
Few supernatural monsters. Flying creatures without ranged attacks seem rough, but doable. Incorporeal enemies or flying strafers sound like auto-TPKs. Maybe I'll put some archers on Giant Wasps if I want **** to get real later on.
No other splatbooks. I don't think the IH material is robust enough to stand against other sources.
No casters. I'll need to double-check how healing is supposed to work in IH, but the caster class in the IH rulebook isn't much worse than a normal 3e caster as far as I can tell, while all the melee classes actually are worse than many of their 3e counterparts. I want to try to avoid games that are supposed to be about sweet low-magic axe-fighting heroes turning into "Merlin and the Cleanup Crew."
Generous application of "strikes" - IH talks up letting characters do sweet things, but kind of leaves it up to DM handwaving to determine how they work. I'm going to use this as an opportunity to implement a rule I've wanted to try in d20 for a while: Edit: This entry contained too much nonsense for this thread. I'll just say I'm planning to be a little more liberal with players who want to do sweet things with their otherwise boring standard action attacks.
Thoughts? Opinions? Miscellaneous Monte Cook smack talk? Other ways of making Iron Heroes more fun?
Thumbing back through it, I see why: the system drips of all the worst trappings of early-2000s d20 design - fiddly tacked-on subsystems, dozens of +/- 1 modifiers to beancount, Monte Cook, bad tactical options presented as character-defining abilities, class features expressed as die roll modifiers.
I'm willing to run with it, make a game happen, let the players crawl around in holes and get strafed to death by dragons, but if I'm cramming on a new variant system, I'd at least like to play to its strengths.
The problem is that I'm not actually sure what they are.
As best as I can see, the payoff for using Iron Heroes is the gamist thrill of accumulating and spending dozens of tokens from classes and feats and other feats to your heart's content each combat. And beyond that, just kind of rolling with the normal d20 hack-and-slash.
What I'm thinking about doing with the system:
Lots of relatively low-level humanoid mooks. These will help the players get all the tokens they need to actually use their class abilities. I'll probably crib the 4e Minion rules to make fights against lots of creatures less painful.
Few supernatural monsters. Flying creatures without ranged attacks seem rough, but doable. Incorporeal enemies or flying strafers sound like auto-TPKs. Maybe I'll put some archers on Giant Wasps if I want **** to get real later on.
No other splatbooks. I don't think the IH material is robust enough to stand against other sources.
No casters. I'll need to double-check how healing is supposed to work in IH, but the caster class in the IH rulebook isn't much worse than a normal 3e caster as far as I can tell, while all the melee classes actually are worse than many of their 3e counterparts. I want to try to avoid games that are supposed to be about sweet low-magic axe-fighting heroes turning into "Merlin and the Cleanup Crew."
Generous application of "strikes" - IH talks up letting characters do sweet things, but kind of leaves it up to DM handwaving to determine how they work. I'm going to use this as an opportunity to implement a rule I've wanted to try in d20 for a while: Edit: This entry contained too much nonsense for this thread. I'll just say I'm planning to be a little more liberal with players who want to do sweet things with their otherwise boring standard action attacks.
Thoughts? Opinions? Miscellaneous Monte Cook smack talk? Other ways of making Iron Heroes more fun?