Iron Heroes.


3.5/d20/OGL


Like it, love it, hate it? I have never played but it sounds interesting?

So what is the consensus? And how does it measure up against D&D monsters and the like. Thanks.


I'd like to know as well. Its in my shopping cart waiting for store credit. Although I may now reconsider with 4.0 comming.


I've got the book, but never really used it. Do a search through the messageboards archives on the subject to get more grounded opinions than my own. I think it looks really good as a way of doing low magic campaigns. Definite emphasis on fighter and rogue types moreso than magic users, since it introduces an alternate system for magic that is pretty restrictive. There are notes in bringing baseline D&D elements into the Iron Heroes setting, and a good progression chart of Defense bonuses by class that can be applied to a low magic core D&D game. A good investment, by my estimation if you're into that kind of thing. The only issue that other posters with more hands-on experience than myself have come up with is this token system that some abilities are based on. Kind of clunky and impractical.

Liberty's Edge

The Last Rogue wrote:

Like it, love it, hate it? I have never played but it sounds interesting?

So what is the consensus? And how does it measure up against D&D monsters and the like. Thanks.

I wrote an Iron Heroes review for Slashdot way back and when. I like the game system, and I like the concept. How does it measure up? Well, I think of it as being like the movie, Ladyhawke. There's magic out there, and the characters will have to deal with it, but it's the characters themselves and the unusual things they've learned to do that will be the focus of the gameplay.

It's perhaps a scarier world in some ways, but one I think strong roleplayers with a well developed sense of collaborative fiction would thrive in.

RPG Superstar 2008 Top 32

Iron Heroes ROCKS!

9 fighting man classes (11 with IH Player's Companion), each having it's own unique approach to combat.

Dozens of Traits to flesh out a PC's physique / mind / background.

Soooooooooo many damned feats . . . and feat mastery, too - you're character can progress specifically in special manuevers or methods of combat (or Lore or Social skill, etc).

All skills have uses in combat, such as using sense motive to size up an opponent.

IH rocks. Pure & simple.

- FM


Iron Heroes is amazingly good. I prefer it over straight D&D, mainly because I dislike the "Christmas Tree O' Magic Items" phenomenon that is higher level D&D. It has an awesome skill system, a functional and imaginative feat system, and some great character classes. That said, the magic system really sucks (although there are tons of player-created variants that work very well). Also, there is definitely room for tweaking. However, the vast array of player-created resources makes finding tweaks that fit your gaming style easy. I have been running a modified Greyhawk Age of Worms game (using a variant on Elements of Magic for the magic system), and it works well.


Iron Heroes is awesome. I've been using it for about a year and had a chance to play a game run by Adam Windsor (owner of the system) at Gen Con on this past Friday morning and it was the most fun I had. Granted it's all about combat, but what works so well are the number of exciting options you have at any moment in combat. Very cinematic. There's an excellent overview on Wiki:

http://en.wikipedia.org/wiki/Iron_Heroes

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