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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.

28 of 221 comments (clear)

  1. AE, and other Malhavoc books by ajs · · Score: 4, Informative

    This was about Iron Heroes, of course, but if you thought my review sounded like something that would interest you, I suggest taking a look at all of Malhavoc's books. Monte Cook has his name on Iron Heroes, but Arcana Evolved is actually his work, and it's equally good, IMHO. They both have their own setting, but AE takes it a bit further. It has some published fiction to give you a sense of the world, its own spell lists (many of the spells being core d20, but some are removed and many are added), and it's more compatible with the core d20 classes than IH is.

  2. 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 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.

    2. 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

  3. Not The First by MightyMartian · · Score: 3, Informative

    This isn't the first such setting. The Harn setting was a low-magic medieval/fantasy setting that really discouraged over-the-top mages. I played in the setting a few times, but found it duller than hell. It's fun to read, though.

    --
    The world's burning. Moped Jesus spotted on I50. Details at 11.
  4. Branch out by Arandir · · Score: 5, Insightful

    If people are excited about this, maybe it's time they broadened their horizons and examined some non-d20 games. Really! They do exist! You don't have to settle for the Microsoft of roleplaying.

    If you want gritty low-magic, Chivalry & Sorcery and HârnMaster have been around for two decades. Newer games such as Burning Wheel and The Riddle of Steel also provide nice gritty action. Or explore completely new genres with Serenity, Traveller, Call of Cthulhu, and Tekumel.

    --
    A Government Is a Body of People, Usually Notably Ungoverned
    1. Re:Branch out by ClayDowling · · Score: 5, Informative

      I'm going to strongly recommend nosing around the Internet for these different games. I've found that only the most progressive and free-thinking of game stores stocks anything outside of the old standbys of D20 and White Wolf.

      Have a look at http://www.chaosium.com/ and http://www.anvilwerks.com/ for some excellent examples.

    2. Re:Branch out by ajs · · Score: 4, Interesting

      I've done a lot of tabletop role playing. I've played D&D in many forms (Basic, Advanced, 2nd ed., and d20-based 3.5). I've also played GURPS, Traveller, Champions (as "Champions", but I've also played a number of Hero System variants), World of Darkness (a few Mage games and a Wraith game), Shadowrun, some home-grown systems and some other stuff I'm probably forgetting.

      While I don't want to enter into the flame-infested waters of "what's best", I will say this: good role playing and a creative GM/DM/storyteller/what-have-you is far, far more important than what system or setting you choose. If everyone knows D&D, by all means use it, but don't feel constrained. Focus on the quality of play.

      I tend to avoid single-genre systems, which is why I'd written off D&D for many years (I was barely aware of 3.0's release), but the fact that I was dragged out of GURPS and Hero System into some World of Darkness games made me remember that, even using a system that I despised, role playing was fun. That's why, when I asked my friends to join a game I was planning, I reluctantly chose to use D&D 3.5...

      And now, I'm hooked. d20 is everything that D&D should have been from day one. The Microsoft of games? I think not... perhaps the Linux of games would be more like it. It's based on a rich history going back to the early 70s, and yet it's completely new. It retains some of the quirks of the original (e.g. classes), but for the most part, it's a ground-up redesign with modern usage in mind. It's also free (though in the case of d20, it's a non-commercial sort of "free", but you can still run a pretty good game from nothing but the d20 SRD).

    3. Re:Branch out by Planesdragon · · Score: 3, Informative

      You don't have to settle for the Microsoft of roleplaying.

      Bad, false example.

      d20 is a copylefted version of D&D, which makes things like SpyCraft, Iron Heroes, the World of Warcraft RPG, Mutants and Masterminds, and a slew of others possible, without a single dollar ever being paid to Wizards of the Coast.

      d20 is the Linux of Roleplaying, not the Microsoft.

    4. Re:Branch out by Planesdragon · · Score: 3, Interesting

      If they think I'm going to kiss their butts just because they've given me "permission" to do what was always legal to do (but for their horde of lawyers), they've got another thing coming.

      It has always been legal to re-design Windows from the ground up.

      It has NOT always been legal to copy Windows and turn it into whatever you want it to.

      The OGL is a significant and real copyleft, no matter what you may have been told by "fandom" types who think D&D is a terrible game that everyone should abandon for their particular rule. The exact text of anything released under the OGL can be reproduced in ammounts far exceeding anything that a Court would recognize as fair use--up to and including selling the SRD as a seperate product.

      The d20 License, OTOH, is a shameless attempt to get their logo on other people's compatible games. Except that, by and large, the companies who put it on their books (like Malhavoc and Mongoose) are the ones pushing for the logo, not Wizards.

  5. My Take by Hoplite3 · · Score: 5, Insightful

    I've read the book, and I really like the idea of classes not dependent on magic items. There are two principle troubles I have with Iron Heroes:

    (1) Armor provides variable damage reduction. That means that every successful attack involves another die roll. This requires discipline, or it will really slow the game down. Every extra: "make an x roll" instruction from the DM is a slow mechanic. The power of the d20 system is its speed and ease, and I think this idea runs counter to that.

    (2) Many of the new feats and classes are strongly reliant on a battle grid. That means Iron Heroes is a tactical game in addition to a roll-playing game. That's not necessarily bad (in fact, it's fun), but it might not be everyone's cup of tea.

    Overall, I'd say there's lots of good stuff, though. Didn't Cook write the rule system for Fallout? That had the best rule system of any computer RPG I've ever played. His expertise shows in the rules for this game.

    --
    Use the Firehose to mod down Second Life stories!
    1. Re:My Take by Zephiria · · Score: 3, Interesting

      Uhm... DnD has allways really been a tactical game, depending on how you approach it. I remember playing ADnD and the DM putting out a massive (1mx500mm) grid on the table and drawing on it with washable marker and things, we used lil plastic soldiers for markers and so on. Now i'm not saying DND is allways about tactical combat but it certainly is a core theme of it, given its origins. All that aside i havnt seen this rule book myself, but it does sound interesting, the idea of a better/different armour system and also more powerfull "basic" non magical classes sound good to me. Makes a big change from the "invincible" mages you end up facing so much :(

  6. 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.

  7. Ars Magica by sckeener · · Score: 3, Interesting

    People keep reinventing the wheel. It is neat that this is a D20 system, but low magic systems are plentiful.

    My favorite low-magic system is slightly biased towards mages, namely Ars Magica. It is on its 5th version (2nd was my favorite.)

    It has a magic system where you can create spells on the fly, healing is difficult, and god is real (and so is the Devil)

    --
    "Only one thing, is impossible for god: to find any sense in any copyright law on the planet." Mark Twain
  8. Old-school by brainstyle · · Score: 3, Interesting
    I recently played D&D for the first time in a bazillion years, and it was something of a disappointment. I just wanted to do that first adventure, D&D basic, go down into the dungeon, and find some evil druids in the last room. Instead, we wandered around a town in the Forgotten Realms for a while, worried about boring minutiae ("What colour do you want the stitching in your robes to be?"), and in general had a boring old time.

    Now, I have a sample size of one, so I don't know if this is just a case of a DM with very different ideas of what should go on in a game of D&D or what, but it seems to me that RPGs aren't what they once were. When I go to local game stores, I just can't find much that captures what they were like back in the day. Is there something out there for people like me, looking for a more old-school kind of game outside of an MMORPG?

    RPGs seem to have become way too bloody serious. I just want to kill some kobolds.

    --
    "Why can't everyone just be straight with me?"
    "Because we live in a bendy world, dear."
    1. Re:Old-school by Impy+the+Impiuos+Imp · · Score: 3, Insightful

      Bell curve on the stats, that's where the fun was. Not this modern, computer shit where characters get ever-climbing stats that are rendered meaningless by generalization curves.

      You guys understand that AC, etc. are no longer linear scales that you can work to improve, right? That they define a "proper" AC point for a given level, and anything more than 20% below that might as well be naked, even if it's AC 1000, and anything much above that is about 1.20% as effective, end of story? (Note: This must be done to combat twinking, so twinking has corrupted the system behind the scenes. Sad.)

      The likelihood of being hit is then scheduled according not to the AC, but to the desires of the developers as to how often you should get hit at that level with "average" equipment, "infinitely good" equipment, and poor equipment (= naked). Average = (say) hit 1 of 4 times vs. average monster that level. Good equipment = 1/4.5 times, and infinitely good peters out to 1/5 times, no more.

      It's fine to balance, but removing the linearity makes for much more boring "stat maxing". Hoo-rah. The difference between Super Chestplate of Awesomeness and Super Duper Chestplate of Awesomeness is 1 fewer hits out of 100?!?!?

      Are there any games still like this out there, like old-school D&D? Anybody know what I'm talking about? Any "18 ints" out there who can parse the question and give an intelligible answer?

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    2. Re:Old-school by jdigriz · · Score: 3, Insightful

      Your DM is inept. Sack him.. We've been gaming for a couple of months with 3.5 rev rules. Started at 3rd and got to 6th level by now. In between, we've rescued hostages, fought goblins, ogres, hill giants, pteranadons and a bunch of giant bugs, acquired a pet Dire Weasel, met an angel, discovered ancient temples with powerful secrets, accidentally found ourselves on the wrong side of the planet, and are currently preparing to defend an abandoned but strategic dwarven city from a half-demon and his band of duergar. Fun times!

    3. Re:Old-school by talornin · · Score: 3, Insightful

      I hear you my friend!

      Now a days its all about getting under the skin of your character, playing the part to the full! BECOMING the role! I have acutaly played with groups that didnt want to use stats or skills at all, they just wanted to write character descriptions for three hours.

      It was a relief when my group from the old days got togeather over christmas and dusted off our old heroes! Fireballs flew, dices where rolled, critical hit tables where once again hailed as manna from heaven!

      I do enjoy some modern role playing. Its fun to dwell deep into a character, but sometimes I just want to take up my old Talornin a level 23 mage (I used MANY years to get him here) and battle dragons and liches once again for old friendships sake!

      Man, Im almost crying now! :D

      --
      When in danger, whewn in doubt! Run in circles, scream and shout!
    4. Re:Old-school by ajs · · Score: 3, Insightful

      This was not a "D&D thing". Go pick up an issue of Dungeon Magazine, and you'll see that the art of the dungeon crawl in modern D&D is not dead. In fact, it's now more popular than ever. There are, however, a practically infinite number of ways to run a game, and your DM might decide to run a ROLE-playing game, rather than a role-PLAYing game. That's their call, and you should let them know what you think.

      For old-time's sake, I ran the first session of my new D&D game (my first D&D game in most of a decade) as a dungeon crawl, and I was shocked that my players actually liked it. Sure, I was unsteady with the new rules and taking far too long at combat, but sometimes players just want to go kill something.

      Of course, they also enjoy the role playing, but it's not an either-or proposition at all.

    5. Re:Old-school by TrueBuckeye · · Score: 3, Insightful

      My opinion is that is the fault of the DM, not the rules or the game. Some people want that game, so the DM should be able to deliver that, but if you want a hack and slash sort of game, then that's what you should be able to play.

      As an example, in a game I started recently within 10 minutes of sitting down (character creation was done via email before the session) the characters had been in a bar brawl, were falsly accused of murder, and were on the run from the law trying to clear their names. The session ended 4 hours later with them having a massive fight against flayed monks and an evil cleric in a long forgotten tomb they uncovered.

      Either look for a new DM or explain to your current one what you would like to try for just one session. It can be a blast if you play the game that fits you. There is alway room for the other stuff here and there (investigating, contact building, negotiating) but if you want hack and slash, d20 can certainly do that.

      --
      Was that night on the marge of Lake LaBarge I cremated Sam McGee...
  9. It's all about the GM by Red+Flayer · · Score: 4, Insightful

    It's nice to have a d20 system that provides what some players and GMs are looking for, but most great GMs I've played with (and I've tried to aspire to) have made roll-your-own solutions.

    It doesn't matter what system you play with. The setting, the gameplay, the amount of die rolls -- it just depends on the GM.

    All the DnD games I DMed were low-magic. Getting a +1 sword was a Big Deal (tm). And typically, items with beneficial effects also had drawbacks -- i.e., that +1 sword drew a lot of not-so-positive attention from NPCs. Playing magic-users or clerics was discourage (though not that big a deal, since I required 'natural' die rolls for stats -- it was a rare cleric who was wise enough / pious enough to cast a lot of healing spells)

    My point is that while differing rules systems can provide better frameworks for a good game, it's up to the GM and the players to make a good game. It really helps if the GM and the Players are all very honest when they discuss what kind of world it's going to be.

    --
    "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
  10. This was probably a misprint... by Randolpho · · Score: 4, Interesting

    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).

    "Inexperienced role players need not apply"? A more appropriate sentence would be: "This book is only for rollplayers* with at least three advanced mathematics degrees."

    Seriously, though, I've read it, and if you're the type who likes tons of solid rules about what you can and cannot do in combat, along with more Final Fantasy style limit break special moves than you can put in a Bag of Holding, it's the book for you. But you'd better be ready for some slow combat, 'cause there's lots of stuff for you to keep track of.

    IMO, this is more of a miniatures wargaming ruleset than a roleplaying ruleset. If you're more into roleplaying, you're probably better off with a more abstract combat system; then you can do whatever sort of cinematic moves you want, with a single role.

    * Misspelling deliberate

    --
    "Times have not become more violent. They have just become more televised."
    -Marilyn Manson
  11. I avoid all things Monte Cook by ltwally · · Score: 4, Insightful
    I avoid all things Monte Cook.

    Why? Simple: his books, though certainly original, are consistently the least balanced in the DnD world.

    One perfect example of this is The Book of Vile Darkness (BoVD). Anyone that's actually used this book knows that the creatures inside are far more powerful than they are listed as. The result is an imbalanced game where the players and DM alike constantly have to second-guess the information inside the book. Wise DM's often outright ban it.

    What about Malhavoc Press? Those books make the ludicrous foes found inside the BoVD look like child's play. Malhavoc Press books consistently bend and break the DnD system, and an experienced DM carefully restricts their useage.

    So, does my rant have a purpose? Yeah, it does. Monte Cook should be relegated to an "idea man," where he comes up w/ ideas and leaves the implementations to people that know what they're doing. Unfortunately, he has a direct hand in his creations. This results in the George Lucas effect, where something that could have been wonderful is turned into a horrid aberration. All you really need to know is to stay away from any product with his name on it. (The only exception being the core DND books.)

    And, no, I'm not trolling. I'm speaking from a wealth of experience with this man's books.

    --



    /dev/random
  12. I "beta" tested some of the game by Raleel · · Score: 3, Informative

    I have a fair amount of experience with it. We did some betatesting for the bestiary book that came out for it and ran an online game through OpenRPG for about 6 months. I've also run a couple of one shots.

    1) there are magic items, but they are generally cursed. Like... gives you +1d6 to damage, but you berserk blindly killing everyone around you.

    2) the powers of magic items are often rolled into feats.

    3) you get more feats. Generally, one every other level. Some classes get more (men at arms defining ability is them getting a feat every other level in addition to the regular feat every other level.. thus they get a feat every level)

    4) the skill stunt rules and attack challenge rules are very fun. they really make the system. Nothing you couldn't port over to D&D, but it would be hard to get people to do them due to general lack of skill points (the thief in IH gets 12 skill points per level vs the AD&D rogue at 8). The attack challenges would be easy to port, but no one would do them since AD&D has AC inflation (in IH, you get a base defense bonus, but suffice to say, you can lose it easily and people can then power attack you into oblivion).

    5) It is very fun. It can also get old. If you want a light game, I would definitely recommend it. If you want a heavy game, it can work, but is a little harder. If there is something you have a hard time doing in AD&D (for instance, a swashbuckler or an archer type that isn't munched like crazy), IH probably has the fit for you. I felt it was particularly strong in mounted combat, ranged combat, and special maneuvers.

    --
    -- Who is the bigger fool? The fool or the fool who follows him? --
  13. An incident I witnessed at the mall. by CyricZ · · Score: 3, Interesting

    When I was in the US several years ago I visited a mall, and noticed that they had a D&D shop next to the mall eatery. You know, a shop where they sell board and roleplaying games targetting the geek/nerd community.

    In any case, what surprised me most were comments I heard while I was sitting there eating. Many people had a very, very negative image of the shop. I counted at least eight negative comments during the 15 or so minutes I was sitting there.

    I have to wonder how much the negative image such gaming has in the eyes of popular culture leans people away from investigating it. It is quite likely that many of those who made the negative comments had never actually played any of the games in question, yet they still felt the need to believe the negative (and false) stereotypes associated with such games.

    Perhaps the industry should work on legitimizing such games in the eyes of the general public. Even a single celebrity endorsement might turn the tide.

    --
    Cyric Zndovzny at your service.
    1. Re:An incident I witnessed at the mall. by fishbowl · · Score: 5, Insightful


      "When I was in the US several years ago I visited a mall, and noticed that they had a D&D shop next to the mall eatery."

      The US is a big, diverse place. Where were you? What kind of negative comments did you hear? Depending on locale, I'd expect different kinds of negative comments. "That game store just wants to sell warhammer miniatures and the guys that work at the counter don't even know anything about the games they sell..." That's one variety. "Those heathen devil worshipping sinners with their evil satanist dungeons and dragons..." is another. The former, I might understand. As for the latter, I expect to hear similar things outside clothing and music stores.

      There's 'The popular culture', and then there are 'popular cults.' Don't confuse the two. It's not just a USAn phenomenon. They have outspoken religious fanatics in many other countries too.

      --
      -fb Everything not expressly forbidden is now mandatory.
  14. Re:What classes are there? by Anonymous Coward · · Score: 3, Informative

    I can answer this easily, and go beyond your question.

    You have 10 classes in Iron Heroes. One, the arcanist, is special and wierd, because it's a magic user. It is actually statted out seperate from the other classes. The other nine are the meat of Iron Heroes: the fighting classes!

    First comes the archer. This class is for all ranged weapons, be they bows, slings, or daggers. They gain a number of abilities that rely on you spending time aiming at your target. While any class can be decent at ranged, archer is required to truly master it.

    Second is the armiger. This is the tank class, who specializes in wearing heavy armor and making it look good. He gradually gains the ability to wear the heaviest armor effortlessly, while wearing down his opponents.

    Third is the berserker. Screaming as he rushes headlong into battle, the berserker is fueled by fury. He has the standard ability to make himself stronger through anger, but also has many other abilities that are about battle rage and being the biggest, strongest motherfucker around.

    Fourth is the executioner. Cool, collected, and deadly, the executioner places his blade precisely and cripples his opponents. This class gains full Sneak Attack and a number of abilities related to crippling the opponent.

    Fifth is the harrier. This class is the essence of speed - the lightly armored, supremely mobile fighter who vaults over her enemy's weapons. Their abilities are focused around dodging and movement.

    Sixth is the hunter, though this class would perhaps be better named Commander. A capable ranger-analogue by himself, the hunter excels at making sure that his team performs at their best.

    Seventh is the man-at-arms. This is the simplest class, but also the most versatile. His only class ability is feats. Lots of them. Also, some of his feats are 'Wildcard'. Rather than selecting this feat once and being stuck with it forever, he can re-select it every day, thus tailoring his abilities to the situation at hand.

    Eighth is the thief. This isn't exactly equivalent to the D&D rogue, but it's close. One of the least combat-worthy classes, the thief specializes in skills, skills, sneak attack, and skills. He has the best access to the Social feats of all, and accumulates a number of aliases to help him do his shadow-work without being caught.

    Finally, the weapon master. An expert in one weapon, the weapon master learns a number of tricks specifically for his weapon. He is a duelist, most of the time.

    That's the basic overview. The review left out a lot of very cool stuff, such as the Mastery Ratings that each class has that determine when you can pick up certain types of feats.

    Most importantly, it left out the idea of tokens. Seven of the ten classes utilize tokens to balance their abilities. You build them up by acting out the class archetype in battle. The archer, for example, builds tokens by spending actions aiming. The hunter gains a number of tokens automatically from his study of battlefield tactics, and can earn more by studying the field. You then spend these tokens to use your abilities. This mechanic allows the class abilities to be balanced per encounter, rather than per day like many D&D abilities. As long as you still have HP left in your body, you can continue to fight and use all of your abilities all day, without running into some arbitrary limit and having to rest for the day.

    Finally, the best part of Iron Heroes is the community! http://p222.ezboard.com/fokayyourturnfrm36 This is the official Monte Cook Iron Heroes message board, filled with people who love the game and love developing new things for it. Best of all, it is full of errata and clarifications to make playing the game as smooth as possible.

  15. Shadowrun not the worst for complexity by Infonaut · · Score: 3, Informative

    The most carpul tunnel-inducing game I ever played was Shadowrun (though I'm sure others can name worse).

    Aftermath! back in early 1980s (don't ask me how old I am) used a system combining a d20 to hit (including many complicated modifiers), a d100 for hit location, and variable damage dice. Armor reduced damage after damage was calculated, and the amount of damage prevented by a particular type of armor could vary depending on the type of damage inflicted (projectile, bashing, etc.).

    It was a ludicrously complicated game, and combat between four or five PCs and a half-dozen opponents could easily take an hour to complete. Still, we loved it. Then again, we had more time than we knew what to do with. To think that I could have been learning the piano or playing on the football team or actually working on my homework during all those hours that were consumeed by battles between the grim survivors of the apocalypse and their mutant enemies.

    As for elegant RPG systems, the second and third editions of RuneQuest win, hands-down in my book. RQ was attribute and skills-based. Everything, including magic, had skill percentages attached. Becoming better at skills became more difficult as you improved, so building up a truly powerful character took real effort. There were no feats or talents, but RQ's simplicity encouraged more role-playing and less power gaming. It also encouraged you to be careful with combat, because even the most powerful character could be taken out with a couple of lucky shots.

    These original RQ rules served as the basis for the Call of Cthulhu rules, and a host of other games (like Stormbringer!) which have since faded into the same obscurity that long ago enveloped Aftermath! I play d20 games now, primarily because my gaming friends and I only get to play about four times a year, and we decided to standardize on one set of rules that would apply to a variety of genres. Still, the use of PC classes to define characters seems limiting to me, and the hit die mechanics of combat make for (in my opinion) an artificial distinction between weak characters and godlike characters. In all of the best fantasy and sci-fi fiction, even the most powerful character can be taken down by a lucky or inspired but weaker character. That just doesn't happen in d20, which leads to more wargaming/power gaming, and less roleplaying.

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