Slashdot Mirror


Iron Heroes: A low magic tabletop game

ajs writes "Monte Cook Presents: Iron Heroes is an advanced role playing rule book, based on Wizards of the Coast's d20 System (the rules that underpin the current edition of Dungeons & Dragons). What's unusual about it is that it presents both a setting and rules for "low magic" fantasy that doesn't sacrifice high adventure to get its gritty action." Read the rest of Aaron's review. Monte Cook Presents: Iron Heroes author Mike Mearls pages 240 publisher rating 9 reviewer Aaron Sherman ISBN 1-58846-796-1 summary d20 System variant Player's Handbook

Monte Cook Presents: Iron Heroes (I'm just going to call it Iron Heroes from here on) is published under Cook's imprint, Malhavoc Press, by Sword & Sorcery who are best known for their d20 System rules variants and supplements. Sword & Sorcery, in turn, is owned by White Wolf Publishing, well known for their World of Darkness line of storytelling games. Originally titled "Iron Lore", the title was changed before publication due to legal entanglements. But, enough about the publisher, let's discuss the book.

Mike Mearls, a regular contributor to Dragon Magazine and long-time d20 System author, has a vision, it seems. His Iron Heroes game gives us a window into a world where the fabled dragon-slaying knight doesn't carry a glowing trinket of a sword that solves his problems, but has to rely on his skills and experience. On its own, this would be a serious undertaking, but the goal of Iron Heroes is to balance such a world as closely as possible with the established mechanics, threats and rewards of the d20 System. This is something which I would have considered difficult enough to be impractical before I read Iron Heroes.

The book begins by explaining that inexperienced role players need not apply. This is intended as an advanced rulebook, and those not already familiar with d20 will have everything that they need, but may find the book daunting (this is the only major flaw I've found in the book). If you are aware of the d20 System, you will note that none of the usual d20 classes are there. Instead of the rogue, there is a thief. Instead of barbarian, there is a berserker. These are not capricious name changes, however, since the mechanics of each of these variant classes are quite different from their d20 equivalents. More on why in a bit...

To begin to explore the idea behind Iron Heroes, imagine the iconic fantasy setting that D&D generally presents. Now suppose that you make two changes: there are no overt gods interfering with the daily workings of the world (and hence, no divine magic), and magic itself is a wild and dangerous force, not to be toyed with lightly or without consequences.

These two changes produce a world in which the focus of high fantasy adventure turns from the wizard and the magic sword to the muscle-bound weapon master or the stealthy thief. To compensate for the fact that the characters will not have access to powerful magic, each of the core classes in Iron Heroes is substantially more powerful than their standard d20 counterparts. The base attack bonuses (BAB) increase at a faster pace and feats are gained much more quickly than in the SRD (the official, and freely available d20 System rules).

For the rest of the system, the mechanical differences can be summed up as follows:
  • Feats are more tree-like, allowing progression and specialization in each feat.
  • Skills and other actions can be used in creative ways by players and game masters alike, with a well balanced system for determining difficulty of unusual "stunts" and "challenges".
  • Traits, a "variant rule" in standard d20, are a core mechanic in Iron Heroes.
  • Since magical healing is rare at best, characters have reserves of hit points that they can make use of between encounters.
  • Armor class is replaced by defense and damage reduction. Defense is the active capacity that a character has to avoid a blow. Armor, on the other hand, reduces damage taken by a character, using the standard d20 rules for damage reduction.


Of course, the most glaringly different element of Iron Heroes from d20 is the magic system. Magic is dangerous and unpredictable in Iron Heroes, so while there is an "arcanist" class, their spells are used cautiously and often with consequences. The magic system itself is quite different from d20. An arcanist pulls "mana" from elsewhere and focuses it using a "method". Methods are the mechanical effects of a spell, but the strength and "special effects" (to use a Hero System term) of a spell are determined by the amount of mana used and the player's preference respectively. This makes for a magic system which is much more flexible than in standard d20, but not as free-form as, say, the magic system from White Wolf's Mage. Magic is also quite a bit more limited in Iron Heroes, but I imagine that that will be addressed by later supplements.

The system is not easily combined with an existing campaign, so don't look to Iron Heroes for classes to add to your existing characters or for NPCs to introduce into other games. In a world full of magic items, for example, Iron Heroes combat classes would be far too powerful, and Iron Heroes arcanists would be hobbled by the restrictions on their magic use.

In short: this game marks—for me—what the d20 System and the Open Gaming License are all about. It presents a rich set of mechanics that build in compatible ways on what we already have access to, and gives us new ground to cover in the already well-covered ground of the fantasy role playing industry."

You can purchase Monte Cook Presents: Iron Heroes from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.

11 of 221 comments (clear)

  1. Ready to Roll? by slashbob22 · · Score: 5, Funny

    We attack your site with a +5 Slashdot.

    --
    Proof by very large bribes. QED.
    1. Re:Ready to Roll? by Anonymous Coward · · Score: 1, Funny

      Magic missile! MAGIC MISSILE!

      Too many Slashdotters on that server and you'll be attacking the darkness. :-)

    2. Re:Ready to Roll? by RancidMilk · · Score: 3, Funny

      They said reduced magic, you forgot to add the reduced magic modifier. Slashdot only provides +2, but it has an agro of 5 million.

    3. Re:Ready to Roll? by Anonymous Coward · · Score: 2, Funny

      A +5 slashdot? More like an extra sharp diamond slashdot if you wanted to keep with the low magic setting. I think all the trolls will "smash dat serva good!" before you have a chance to get anywhere near it with your sword though.

    4. Re:Ready to Roll? by x_man · · Score: 5, Funny

      Bah! Real tabletop gamers don't use simplified rule systems and only one die. We want to-hit tables, armor charts, save modifiers and most importantly, lots of dice rolls. When my warrior executes a jumping, 360 degree sword sweep while simultaneously imbibing a potion of gaseous form and making a rude gesture to the boss monster, I expect to feel the beginnings of carpal tunnel!

      I fling my poo at the d20 system and especially D&D 3E with its new fangled, computer-artsy books and "prestige" classes. No good DM should be letting his players live past level 10 anyway.

      Long live HackMaster!
      http://www.kenzerco.com/

      X

    5. Re:Ready to Roll? by MightyMartian · · Score: 2, Funny
      Ah, if only real life resembled that:

      Comrade Anatoli, I want to bomb capitalist pigs in Washington DC!

      Comrade Boris, I would love to comply, but building missile that works requires skill check, then building missile silo means another skill check, and then aiming missile requires combat round, and maybe capitalist pig president has armor rating too good for good Communist missile. Then, if we hit, we have to do skill check to run like fucking bastards away from missile site because capitalist missiles have better attack skill than us.

      Sigh, I suppose you are right Comrade Anatoli. Put dice away and grab potato chips. Perhaps there is rerun of Babylon 5 on satellite.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
  2. Monty Haul Gaming at its finest.... by TiggertheMad · · Score: 2, Funny

    ...To compensate for the fact that the characters will not have access to powerful magic, each of the core classes in Iron Heroes is substantially more powerful than their standard d20 counterparts...

    Oh, good. I was just saying to a friend of mine the other day, that the 3.0/3.5 D&D rules don't crank up the power gaming factor enough for me over the 1st and 2nd edition rules. And here, we go, instant karma.

    --

    HA! I just wasted some of your bandwidth with a frivolous sig!
  3. Re:Low Magic? by Anonymous Coward · · Score: 5, Funny

    Monte Cook making a low magic game? Geez, Monte has a reputation for making extremely magical and powerful additions to DnD.

    Actually, it's a Monte Hall low magic game. Instead of dice, every "roll" involves choosing one of three doors, one of which contains a good outcome and two of them a bad outcome. The Dungeon Master then reveals one of the other doors to reveal a bad outcome, and you get to decide whether to change your selection (of course, 2/3 of the time it's better to switch but most people can't figure out the logic so it's a bit of a moot point). In any event, the only people playing this mod are usually disaffected stats students.

  4. Really? by jar240 · · Score: 1, Funny

    Sorry, did you say "gritty action" and "D&D" in the same breath? Chris

    --
    "You can drive out Nature with a pitchfork, but It always comes roaring back again." - Tom Waits
  5. obligatory by acslat3r · · Score: 2, Funny

    I want to cast magic missle!

  6. Re:Branch out by corbettw · · Score: 2, Funny

    Your comment makes my Brujah angry. Rawwwrr.

    Pfff. What wouldn't?

    --
    God invented whiskey so the Irish would not rule the world.