Iron Heroes

Crothian

First Post
It is not the sword, but the arm that wields it....

This exciting new game of heroic combat action is for skilled heroes who have no need for magic swords or arcane trinkets. Armed with their cunning, talent, and unmatched bravery, they wade sword first into a savage world of high-octane adventure. Iron Heroes, a variant player’s handbook in the tradition of Monte Cook’s Arcana Evolved, provides 10 new core classes, expanded feat and skill systems, new combat options like stunts and challenges, character traits, the innovative token system, a new magic paradigm, and much more.

Iron Heroes does for d20 combat what Arcana Evolved does for the d20 magic system. Modifications to the core system allow for high-adventure gaming where a character's talents, not his possessions, determine his abilities. Expansions to the core skill and feat subsystems allow for intriguing new tactics and exciting, cinematic battles. This exciting new game draws in both players looking for a new fantasy roleplaying game and those who want useful new rules for their d20 games. This complete handbook for players includes guidelines for incorporating its new rules and options into d20 games and Arcana Evolved games.
 

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Monte Cook Presents: Iron Heroes

Too much magic in your game and not enough fantasy? Iron Heroes aims to please.

Iron Heroes is a d20 fantasy ruleset. It’s billed as an "alternative player’s handbook", but I find that term misleading. There’s enough material that’s been tweaked and rewritten so that it would be false to say that there was seemless integration between Iron Heroes and the material in the PHB, but that’s what the term "alternative player’s handbook" implies. Otherwise, if Iron Heroes is an "alternative player’s handbook", you could make the case that so is Green Ronin’s True 20. Iron Heroes is really a deviation from the core d20 rules meant to support the heroic action genre found in such TV shows as Hercules and Xena or movies like The Scorpion King. You can not seamlessly drop Iron Heroes material in a standard d20 fantasy game or vice-versa. But that’s belaboring much too long on what really is just a point of advertising.

The book itself is very nice. It starts out with a lot of color illustrations and as things progress it drifts to a smaller number of black-and-white images. That’s a clever way of doing things. You start off with a big punch and by late in the book you ease up so the more serious readers have something to chew on. Layout is good as is the index and table of contents. The art is very nice for a d20 book, though WotC still reigns supreme in this regard. There’s only one picture in there that I would call a gratuitous use of the female form. That being said, a lot of the Iron Heroes women arc their backs in combat.

The Introduction defines the book. What “action fantasy” is and how the book aims to achieve gaming in an action fantasy setting. It is meant for people new to the hobby. I think it’s a little optimistic to hope that someone new to RPGs will be picking up Iron Heroes with no one to guide them, but it’s as good an introduction as any. Character generation is outlined here as well. I recommend not skipping over the Introduction as there’s a lot in there that tells you what makes Iron Heroes game mechanics different from D&D.

Chapter One covers ability scores, what they are used for, and how to determine them. Essentially it is 36 point buy. A few sample arrays are given, which I like. But the rules suggest starting out at 10 and then using normal 24 point buy. I mention this because later in the review I’m going to be posting an Iron Heroes character for the reader to compare to their d20 campaign and I don’t want anyone calling foul. It strikes me as high powered considering that Iron Heroes characters are supposed to be compatible with the Monster Manual and there are plenty of other factors that I would say even things up. Then again, there is very little magic available in Iron Heroes, so maybe over the course of a campaign it makes sense.

Chapter Two is Traits. Traits are a little like bonus starting feats, only weaker and stronger depending on what you choose. Traits are basically what you get instead of racial ability bonuses. You get two traits related to Background, Mental, and Physical character development. This allows you to customize your starting race. There’s a nice range of traits given and I didn’t see any obvious gaps in character themes.

Chapter Three covers pages 24 to 72. I will not be covering all the character classes in detail. Most of the Iron Heroes character classes have a token pool available to them. Some of them start out with this pool at the beginning of every encounter, others gain the pool points by taking actions in combat. Others get no points at all. So an archer gains points by holding aim on a target, an executioner gets points at the start of a combat, and the man-at-arms gets no pool at all. All of the classes get a lot of feats. While none of them – with one exception – have any magic spells they can cast, they all have abilities that range from what you’d expect in a gritty setting at low level to what you’d expect in a Hollywood blockbuster at high level. To paraphrase Arthur C Clarke, some of these abilities are so powerful as to be indistinguishable from magic. For example at 20th level the hunter can make an opponent charging him trip because of the terrain. Say what? “Even if the ground is clear, your position requires the foe to move across a barely noticeable pothole, an exposed root, or similar hazard”. That being said, spontaneous pothole creation happens enough in Pennsylvania, why not in Iron Heroes? All classes are given suggested roles and tactics. I liked that touch as I’m not the world’s best tactician and the extra clue is always nice.

The Arcanist is the wizard in Iron Heroes. The class is given here, but I’ll lump it in with the magic section later on. All of the classes gain a lot of feats. I’ll touch on that shortly. But trust me, you’ll burn through those feat selections in a nonce.

Chapter Four covers skills and ability checks. There’s nothing much to see here if you’ve played a lot of d20 before. However, the skills can operate differently than d20. Diplomacy is an excellent example. You can only improve the disposition of your target once and the target numbers are higher. Iron Heroes also lets you pick skill groups. A skill group is several skills bundled into one. So you can get four skills raises for the cost of one skill point. As near as I can tell there are no cross-class skills, which I like. However you can’t take another skill group if your class does not have access to it, which makes sense.

Chapter Five starts at page 114 and covers Feats. Lots and lots of feats. You don’t get magic items in Iron Heroes, but you get a lot of feats. Mastery Feats expand on the normal concept of feats and have mastery ratings that are given in each class table. So a Thief can gain the maximum Social Mastery rating of 10 at level 17, but a Berserker will only get as high as rating 7. Mastery feats have no other prerequisites as a general rule. This section could conceivably be cut and pasted into standard d20, but few d20 classes gain enough feats to really capitalize on all the choices.

Chapter Six involves roleplaying. Suggestions are given on playing a combat character in an action-oriented world. A sample setting is given, the Swordlands and a sample race, The First. Elves, Orcs, and others are not touched upon. The setting is not really even an outline. Frankly, you can go to just about any homebrew website and find more setting detail than what’s given here.

Chapter Seven covers equipment. Money is identical to that found in D&D. I’ll be honest, I was hoping for a 1:100 jump from coin to coin rather than the standard 1:10. Weapons are given a rewrite. For example, a dagger is no longer a dagger. A dagger is a weapon of type dagger, finesse and then you have to decide if it’s piercing or slash. If the dagger is too small you subtract damage, too large and you add damage – in both cases suffering a hit penalty. There are fewer types of armor in Iron Heroes but they do have damage reduction in addition to the traditional bonus to armor class. In keeping with the genre, most people don’t get heavy armor. There are no types of weapons or armor other than masterwork. A shame, I was hoping to see the return of Arcana Unearthed dire weapons. The sparse equipment table is appropriate to the setting, but one is left wondering what do they adventures do with their gold? The answer is of course that they don’t get much gold in general, but you could give the party a mountain of the stuff and there would be no way for them to spend it. This is very much a game balance issue and should be considered a warning to DMs who have a habit of slipping up and giving out too much treasure. This game can handle the PCs getting lots of abilities; it can’t handle lots of equipment.

Page 173 marks the start of chapter 8: combat. This chapter should have had an example of play. There have been enough changes made to the combat system to make it non-intuitive even though it works basically like D&D. Grenade weapons make an appearance here, though they were absent from the equipment section. Combat Challenges and Stunts are new to d20 and presented here. A combat challenge is something like forcing an opponent to move if you hit successfully or increasing your damage reduction if you accept a defense penalty. Stunts allow for skill use in combat and primarily server to disrupt opponents or get the jump on them. I would have liked to see the book delve more into these. Examples are given, but I would have honestly preferred to see an offensive and defensive sample stunt associated with every skill. There’s a lot of pressure on the DM in this section and a silver tongued, argumentative player has a lot of leeway. The ideas that are brought forth are very cool, but here again some of the abilities granted in these skill checks go beyond what is traditionally found in D&D, such as interrupting a dragon’s breath weapon. Adjudication of these abilities is non-trivial and quite honestly some hand holding is needed in this chapter.

Chapter Nine covers adventuring topics, like how hard it is to break down a door. This is nothing new here other than an extension of the encumbrance table which is nice, but given that nobody has any equipment to encumber them in Iron Heroes the inclusion is a head-scratcher.

Chapter Ten is the magic chapter! Hooray! The magic system is non-standard d20. I’ll say up front that I prefer the Channeler from the Midnight setting, you’ll see why in a bit. The Iron Heroes system is a mechanical overhaul of the d20 magic system, but thematically it is very similar. It’s a little hard to describe in brief. With every level the Arcanist gains a number of mana points. You allocate the number of mana points to cast a spell, you can go into negative numbers, but then you have to make a saving throw to avoid ability score damage. These mana points form the spell. Now you can cast the spell, but here I think there may be a typo. To cast the spell you need to beat a roll of: mana used + 5 + Intelligence modifier. Your d20 roll is modified by your rating in a given spell school of the usual traditions: Abjuration, Evocation, Necromancy, etcetera. So, essentially the smarter you are the harder it is to cast a spell. What, as they say, is up with that? I’m guessing you subtract your intelligence modifier. To give you an idea of how hard things are, at level 10 your secondary school rating is 5, which isn’t modified by diddly. You can safely use a small amount of mana to do 2d6 points of damage or the equivalent effect in other schools, but an Arcanist is pretty much going to be a secondary support class and not a heavy hitter. This absolutely nails the role of spellcaster sidekicks in the genre.

Now, if you are anything like me, you are now wondering what the minimum level the bad guy has to be to turn into a giant snake. This is absolutely critical. If you don’t understand how important it is for the bad guy to turn into a snake, Iron Heroes may not be for you. The answer, as best I can tell, is seven. A little low, but then bad guys can’t turn into giant snakes often enough.

The problem is, as I mentioned, the lack of theme. For example, if you’re thinking about being a fire wizard who turns into a fire snake, you can do that within the mechanics, but the mechanics don’t encourage that any more than they encourage such specialization in the core rules. In D&D a diviner specialist can have a bunch of feats enhancing evocation spellcasting and the spell selection can be as random as you please. This is carried over to Iron Heroes.

Additionally, each spell is supposed to have slight variations of effect upon each casting. This, like the combat system, puts a lot of work on the DM. Either the DM has to come up with each special effect or he or she has to completely trust the player to do it without that player eeking out extra benefits from the spell. This is why I prefer the more gearhead mechanics of the Midnight setting. Just as generic, but you don’t have to worry about a spell’s aurora of light blinking on and off in Morse code. Is that stupid? Of course it is. But I’ve said it before, I’ll say it again: rules should not just support happy healthy functional groups; they should also work for the dysfunctional argumentative groups, because those are the groups are the ones who need the most support from a store bought product.

Finally we have an appendix that basically wins the 5 out of 5 rating from me. By this point I was going to give the book 4 out of 5. However, when I saw the lengthy conversion notes to go from Iron Heroes to D&D, I was gratified. This was a problem that weighed heavily in my mind as I wondered if I would be able to play any part of this game. With the conversion notes, it’s easy enough for me to beg my DM to let me play an Iron Heroes character with the stipulation that I don’t get to collect any treasure and that the recommended amount of treasure will be ratcheted down as if I was not there. Or I can keep my yummy-yummy magic items, but my token costs – remember tokens? – would be doubled. So, if the class does not use tokens, don’t import it into D&D, which is what Iron Heroes recommends anyway although the Harrier is a non-token using class that escapes special notice. For the record, though I love the Harrier class, I would not recommend it for import into a standard D&D game. That said, feat importation to regular D&D is covered and notes are given for Arcana Unearthed as well. It’s a really good appendix.

Conclusions

This is the definitive d20 heroic action fantasy book. Hence, it wins the 5 out of 5 from me. I wish there were less pains taken to make it stand on its own so that more room could have been given to cover things like combat, which is what this game is about. I already know how to break down a door, but stunts are new; this book assumes the opposite.

While reading this I was thinking how great a match it would be for the Valus d20 setting or Midnight and to a lesser extent Murchad’s Legacy. You could use it with Morningstar as there isn’t a lot of spellcaster support in that setting even though it is very high magic. I would not use it for settings like Eberron or others that have magic-as-technology feel to them.

In closing, I’d like to highlight that the “perfect” score does not mean a perfect book. This isn’t one. However, it does successfully create a genre within d20 gaming and it does a very fine job of it. If you are mining this product for ideas, I think it is a good value. If you are looking for heroic sword and steel gaming that echoes of Conan and Camelot, this is your book.

Appendix

Is this the first d20 review with an appendix? That, as they say, would be totally fabulous! Anyway, this is my iron hero, presented here so the reader can get an idea of a 1st level character:

Shasta, Queen of the Leopard People

S 14 D 18 C 14 I 10 W 10 Ch 14

Traits: High Born, Inspiring Presence
Skill Groups: Agility (+8) Athletics (+6)
Skills: Diplomacy (+6) Handle Animal (+6) Listen (+4) Ride (+8) Sense Motive (+4) Spot (+4)
Feats: Dodge, Weapon Finesse
HP: 10
Leather Armor (DR 1d2), Short Sword, Javelin, Traveler’s Outfit, Light Warhorse, 6gp

Technically, Shasta can not be queen, but phooey on that. They’re a very small group of Leopard People, OK? Also, there are no rules in the book for buying a giant leopard as a mount. This is a critical oversight and I hope it is included in some errata shortly. :)
 

[imager]http://graphics.drivethrurpg.com/images/IH_Cover220.jpg[/imager]

It is interesting to see a book that has alternate playing rules not attached deeply to a setting. There has been Mongoose’s Conan, Green Ronin’s Thieves World and Black Company, Red Spire Press’ Dark Legacy, and Malhavoc’s Arcana Evolved. These games all change the way the normal D&D game runs and is handled but they are also heavily tied into a setting. Iron Heroes is more like True 20 by Green Ronin. It is a set of rules for playing the game without the setting.

Iron Heroes is a good sized book being two hundred and fifty eight pages long. It continues Malhavoc’s great line of books with solid production values, art, book marks, and just really high quality. The art especially is really interest as they are action pieces. There is a lot of things happening in the art as they are stills that hint at epic battles and really serve as a driving force behind the action oriented style of the book.

Iron Heroes is an alternate Players Handbook that tones down the magic and increases the power and options of the characters. The idea here is that instead of the equipment defining the character’s abilities that character actually does with class abilities, feat, and skills that are more versatile. Magic in this system is dangerous and unpredictable to the caster. It can still be a powerful force, but not one that easy to control. Characters created with this rule set should be on par with other PHB created characters in terms of power. So, using this book should not make a lot of the other d20 books useless. There are conversion rules in here so with time and a little effort those bookcases of d20 books will not be wasted. The characters built will be more action oriented. They also have good potential to become the movers and shakers in a setting. Players will have more options for their characters. It does seem though that most of the rules are very straightforward and much will be familiar to people that know d20 and D&D.

The book starts with attributes. The bonuses and attributes are the same from normal d20. The attributes themselves though are much better defined and clear for people to understand what they are. Generating abilities though with their point buy system is much better then the point buy system D&D uses. The cost increases happens at the even scores instead of the odd ones and it really supports the heroic character type of play the game seems to assume.

The first new part of the game is traits. Each character starts with two. They can be background oriented, physical, or mental. Once traits are picked a character can never change them and no new traits are ever gained. Background traits indicate where the character comes from. It could be a desert community or artic. He could be an artisan or raised on religion. These can offer a direction for a role playing or providing a theme for a character. Mental traits can deal with the mental abilities or skills that are more mental oriented. They can also affect things like combat by adding a bonus contacted with a mental attribute. The physical traits can raise a physical attribute, help with weapon use, and other physical oriented parts.

The character classes might be the most interested in part of the book since this is the core of a character. One of the first changes is with saving throws. There are still the basic three of Fort, Reflex and Will. But there is not strong and weak saves for different character classes. All saves are equal to ones level though they do have different attributes that can add to this. Attack bones are also higher as the weakest is equal to the cleric and the best is better then a fighters. There is also a defense bonus that is at its best not as good as the best base attack. Characters gain more feats gaining a feat every odd level. However, attribute point gain is the same and I was surprised by that. XP needed to gain a level is also a bit different requiring 10% more per level. Characters get tokens to power certain abilities and feats. There is a maximum number that a character can have and it is rare to see a limit like that but it seems to work to encourage people to use them a little more often then just hoarding them. There is also a feat mastery system. Basic each class has certain feats that it takes over and over again to gain additional bonuses in its use.

Skills are very similar just expanded nicely. There is a much better system for using the skills. One great addition is the skill challenge. A player can accept a penalty to a skill to be able to do more with their skill if he succeeds. A common one could be something like fast completion, so with a penalty the character can complete the task faster then normal. Skill challenges are also going to be a good way of handling things that are not perfectly covered by the rules. So, when the player declares he wants to do something not readily apparent in use by the DM, the DM can make it a type of skill challenge. This can add a lot of flexibility and make skills a lot more useful. There are also skill groups so one skill point can buy a rank in a number of skills. There is still the same limit to ranks for skills, and skill groups are determined by ones class. Skills can also be bought individually. Lots of the skills are a lot better defined and offer a lot more abilities for them.

There are a few less feats even though they now do more. The general feat list is nicely trimmed down and the Mastery Feats are where all the action is. The Mastery Feats are feats that are taken multiple times to gain addition abilities. Like Improved critical when taken twice gives a +4 bonus to confirm, the third time increases a weapons critical modifier, and the fourth automatically confirms all critical hits. There are lore related Master Feats, as well as offensive and defensive ones. Many of the Mastery feats higher level abilities replicate what would be found in magical items. It is very well done.

While it has been a lot of good things so far the role playing chapter is really one of the few lacking areas of the book. It is only about seven pages long and while it presents some good character developing ideas it really could have gone into more depth on how to create back story, personality, and role play the characters that are created with this book. The chapter covers some basics but I wanted more.

The equipment section is also very familiar to people that know D&D. The big change is the armor in that armor provides damage reduction and not a set amount. Each gets a die of damage reduction and it gets rolled. There is an option for static DR as well. There are less types of armor and medium and heavy armor is actually going to be useful and not completely out classed by the light armors. There is plenty of normal equipment and weapons as well.

Combat starts of on an excellent note. It goes into all the things that are different. This will make it very easy for DMs and players to get familiar with the changes. One nice change is reserve points. It is a fast and easy way for player to heal since healing magic is not going to be an option. Reserve points return at a rate of one a minute so faster then hit points but not fast enough to make character invincible. A lot of things in the chapter will be familiar to people like the different types of actions, cover and concealment rules, healing and dying, space, movement, among other topics.

The last bit to really discuss is the magic section. One of the classes presented here is for magic. The game uses Mana that players spend though they are able to go into the negative with Mana with potential of problems for the caster. Using magic is a risky endeavor and it is filled with great risk though the power of magic is still pretty good.
Magical ability is very much like the feat mastery with the different schools of magic. This is another good chapter but still too small. Magic could really have been expanded on here.

Iron Heroes is a nice switch from the magic happy core game. The characters have a lot more options and really can do things that D&D characters cannot with the skills and feats defined to be so useful. It will allow character to face most of the usual monsters and challenges.
 
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Your review is a joy to read. Turning into giant snakes and riding leopards indeed. I know what the big cat thing is about. The first thing my very first (A)D&D character (a Ranger) did after getting money was to buy a tiger and a cheetah. The very first thing he did was dance on a table, but that's another story.
 

I really like your reviews Crothian but perhaps you should proof read them once more before posting ;) no offense, the english is ok but I think with one more read you can really polish it.
 

Hey, nice review. The humor was well sprinkled throughout, but you still touched on valid topics. I agree, that Iron Heroes would be a great addition to Midnight, but CONAN would probably benefit even the most. It positively reeks of high adventure, low magic.
 

Check the Errata

Actually, the DC of the spell being cast does NOT include your intelligence modifier. It was corrected in the errata.
 

Technical inaccuracy

"The Mastery Feats are feats that are taken multiple times to gain addition abilities. Like Improved critical when taken twice gives a +4 bonus to confirm, the third time increases a weapons critical modifier, and the fourth automatically confirms all critical hits."

This is a common mis-interpretation of feat mastery.

Actually, the second through fourth feats on this tree can be taken independantly of each other. Each has the common prerequisite of the initial feat, and each succeeding one has a higher mastery requriement (class and level-dependant number) but you don't have to (for example) take the second feat to attain the fourth; you merely need the first and sufficient feat mastery in the approriate area to gain the fourth.

Specifically, most builds of a high-level character built fron scratch will completely ignore the second feat on this particular mastery tree- it's a subset of the fourth.
 

Magic system

"This is another good chapter but still too small. Magic could really have been expanded on here."

I think that the magic system presented here is underdeveloped. In the event that you believe that it's just my opinion, look through these boards (and the ones accessible through the publisher's website), and you'll note that it's a very common belief (one proponent of this belief is Mike Mearls, the author of this book).

Summoners are incredibly powerful at very low levels.
Evocation is so weak you might as well ignore it. The power curve for spellcasters is extremely flat, with a spike at LV 20. Unlike the other classes, the spellcaster class is largely balanced per day, instead of per encounter.

Don't get me wrong; I like the book. I think it's worth more than the cover price. I even think that the concepts behind the magic system are very good. However, I wouldn't suggest that its magic system is a selling point; you'll have to either re-work it some yourself, live with a very poorly balanced system, use one from another system, or steal one of several varients that have been published in a wiki off of Monte's boards.
 

Ya, I mis represented the Feat Mastery section. It is a bit more flexible then I said as it does allow one to choose froma few abilities without having to take them all.
 

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