| Selganor |
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?
| Pop'N'Fresh |
Well I still haven't gotten my issue of Dungeon magazine so I can't say much about the AP until then. Grrrr! Where is it Paizo?
As for Iron Heroes, my players don't really use many of the rules from it even if I decide to allow them in my games. Generally I just stick to the usual D&D rules, but allow the skill challenges, stunts, and combat challenges. The rest of that book I will never touch again ;)
| Steve Greer Contributor |
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?
Selganor, there are a lot of creatures with DR/magic throughout the campaign, so for the most part a handy-dandy +1 weapon will git-r-done in combat. Of course, you can still kick butt by just doing a lot of damage.
From my perspective only, most of the challenges before it goes off plane can be accomplished without magic, albeit with much more difficulty. There's a strong Survivor/Lost feel in the "wilderness" parts of the campaign.