Selganor's page

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Our first session was on June, 30th but the adventure really got started about a month later as the GM was on vacation for a few weeks after the first session.

Yesterday we finished the third adventure and are going through about 1 adventure every month.


Especially DR x/magic creatures are KILLER in Iron Heroes, as they ignore the little bit of armor that people wear (and the lots of armor that are a main class feature of the Armiger), but even then they should be able to manage it (as long as the x isn't 10 or 15 regularly)


I was wondering how much magic (items/spells/...) besides "plot devices" would be really needed as I intend to use my group's newfound love for the game through Iron Heroes to try to run it with this ruleset.

So... are there any parts where you really NEED magic items or spells or could nonmagic parties also solve this?