Designers | Mike Mearls, Adam Windsor |
---|---|
Publishers | Fiery Dragon Productions |
Publication | 2005 |
Genres | Fantasy |
Systems | d20 System |
Iron Heroes [1] (previously also known as Monte Cook Presents: Iron Heroes; originally announced as Iron Lore) is a variant Player's Handbook for the d20 System of role-playing games, in the tradition of Arcana Unearthed . It incorporates the core d20 mechanic, while introducing new rules options, differently-balanced classes, an entirely new feat system, and changes to the way skills and feats operate. It is intended to allow players to take on traditional challenges at the same levels that their D&D [2] counterparts would be able to, without recourse to magic items or high spellcasting. It was written by Mike Mearls, is currently owned and updated by Adam Windsor, and published by Fiery Dragon Productions. [3]
Iron Heroes implements a novel "feat mastery" system, with the inclusion of more advanced feats that build off the core ability. Each class is given access to different feat masteries to a greater or lesser extent; an archer will have greater access to masteries related to ranged combat, while a berserker will have greater access to masteries related to melee weapons that take advantage of a character's great strength. Characters gain access to more advanced masteries as they increase in level and gain new feats. The core feats from the d20 system are also included, and can be taken by any character that meets the requirements.
In addition, characters receive feats more often than in the stock d20 rules, and many classes are given bonus feats within their area of expertise. [1]
Iron Heroes includes nine base classes and a special arcanist class for games in which magic is implemented. Aside from the arcanist, no character is given supernatural abilities, in keeping with the low-magic and gritty feel designer Mike Mearls intended for the game. Some classes have different attack bonuses for different types of weapons, as opposed to the standard d20 convention of using a "base attack bonus" for all weapons. Many classes have access to a "token pool", which allows the character to perform special abilities that use tokens, which are gained through various actions or conditions- akin to rage meters in certain fighting games. Their hit points are generated with a very small die (a four-sided die) with a class-based bonus. This reduces the role of chance in determining a character's ability to withstand damage. Characters also gain access to a "reserve pool" of hit points that they may call upon between battles to restore their hit points, and which replenishes each day. However, almost all healing magic has been removed from the game. [1] The Iron Heroes Player's Companion supplement added three more classes, including a second with supernatural abilities.
The Archer is the ranged weapon specialist, replacing D&D's Arcane Archer and Ranger classes. The class receives the best attack bonus in the game when using ranged weapons (advancing at 1.25/level, for a max of +25 at 20th level), though the class' base attack progression for melee weapons is poor; the class also receives a decent defense growth, though HP and skill increases are merely average. The class also receives an Aim Pool, which is gathered by spending actions targeting a single enemy; the tokens from this pool may be used to power the special abilities of the class. As such, the Archer excels against single, strong enemies. The class also gains a number of bonus feats that must be spent on archery feats (which the class also has excellent access to), allowing Archer characters to diversify their abilities and remain effective against any opponent.
The Armiger is a warrior with a special focus on the optimum use of armor. The class has excellent access to armor-related feats, and gains an Armor Pool to fuel several armor-related abilities that maximize the character's defenses or wear out the opposition. Armigers receive a few other abilities related to being simply tougher than everyone else, and being able to wear armor better than anyone. Armigers have good HP growth, though low skill access.
The Berserker is a strong melee fighter, generally the Iron Heroes equivalent of the D&D barbarian. The class gains a token pool called a Fury Pool, which may be replenished by taking damage, seeing allies fall before him, or yelling or beating on the character's shield. Fury tokens are mainly used to start and maintain various rage-style abilities, though the class receives a selection of other abilities that largely focus on overpowering the opposition. As a class that often takes damage, it has the best HP growth in the game and good BAB, in addition to good access to Power feats. However, Berserkers take significant penalties when using armor, have a low defense score, and do not gain many skill points. Furthermore, the class does have "natural armor": an impenetrable armor, which, at level 10, is equal to the best available medium armor (reducing damage by 1d6).
The Harrier is built around the use of speed and finesse in combat. Unlike most Iron Heroes classes, the Harrier does not gain access to a token pool. The major class ability is a bonus to attack, damage, and defense, usable only when moving. While a Harrier may not make use of a full attack action under most circumstances, other class abilities compensate for that particular handicap, eventually resulting in the ability to make a full attack while still gaining a normal move action. The class has the best progression of defense related feats in the game and above-average access to finesse feats, combined with average HP and skills.
The Hunter's abilities are focused on tactical combat within a group, making use of the battlefield to confound enemies and aid the coordination of allies. The primary ability of the Hunter is the ability to transfer tokens from its own pool to token pools of allies, allowing them to attack at their best for much longer. The class gains a number of other abilities that are focused on teamwork and terrain use. Hunters receive access to a number of tactically-oriented feats, along with above-average progression in HP, skills, and defense.
The Man-at-Arms has no real class abilities; instead, the class gains a large number of bonus feats, much like the Fighter class in D&D. However, the Man-at-Arms differs from the D&D fighter in several important ways. The class gains good access to all feat types, allowing a character to advance in any direction that the player chooses. For flexibility, Men-at-Arms also gain access to "Wildcard" feats, which the character may swap out each day for another feat, allowing a high-level Man-at-Arms to gain decent proficiency in whatever type of feat is best for the situation in only a few rounds. The Man-at-Arms is the only class with the freedom to choose its skill groups upon creation.
The Thief is a rough equivalent to the D&D Rogue. The class is similar to the harrier as a speedy combatant but does not gain a token pool. However, the class gains the most skills in the game, access to more skill groups than any other class, and a higher cap on skill ranks. Thief characters may create specialized alternate personas, gaining bonuses to Bluff and Disguise checks while using these specific disguises. The class does gain access to a handful of combat-related abilities revolving around stealth, along with a medium Sneak Attack progression (capping at 7d6). The HP progression is moderate, and the defense progression is the better of the two progressions used in the game.
The Weaponmaster is precisely what the name suggests - a master of a single specialized weapon. The class gains tokens against individual enemies by successfully attacking them, and may spend the tokens gained on certain special maneuvers. The Weaponmaster may choose a single chosen category of feats to specialize in and another category to receive good access to, allowing the player to specialize in any particular weapon. The specialized weapon is used with a base attack bonus similar to the Archer; other weapons are used with a lower base attack bonus.
Iron Heroes incorporates two notable variants in its use of skills. One is the use of skill "challenges", which allow a character to accept a penalty on a skill roll in order to perform a nonstandard or tactically meaningful action. Often these challenges will require the use of several skills to perform especially complicated actions.
Another variant is the use of "skill groups", by means of which each class may buy several skills at highly reduced cost. No skill is forbidden or especially restricted in level to any class. Skills are also often expanded or tweaked to offer more options to players. [1]
Combat is managed as in Dungeons & Dragons, with the following exceptions:
These changes, in addition to other minor tweaks, are intended to offer greater realism and flexibility over standard d20 combat. [1]
Iron Heroes is designed to be setting-independent; while a sample adventure setting is provided, it is meant only to illustrate the general atmosphere that often fits an Iron Heroes game best, and contains few details. Of relevance:
Dungeon masters are encouraged to create their own settings to best fit the needs of their players. [1]
Iron Heroes was originally intended to be released under the name of Iron Lore, but a threatened lawsuit by Iron Lore Entertainment led to a name change near the end of the development process. [4]
Iron Heroes was originally titled Monte Cook Presents: Iron Heroes and published by Monte Cook's imprint Malhavoc Press. [5] In March 2007 Sue Cook announced the sale of Iron Heroes to Adam Windsor. [6] Adam is the creator of two popular Iron Heroes Adventures, Dark Harbor and Blood Storm, and has been the official Iron Heroes answerman and errata-maker on the Iron Heroes message board since soon after the game was published. The Iron Heroes community welcomed this change, especially after it was announced that it would mean that new rulebooks and an updated main book would be produced.
In addition to the core book, several supplements have been released.
An experience point is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experience points are generally awarded for the completion of missions, overcoming obstacles and opponents, and successful role-playing.
In tabletop games and video games, a character class is an occupation, profession, or role assigned to a game character to highlight and differentiate their abilities and specializations.
In the Dungeons & Dragons fantasy role-playing game, psionics are a form of supernatural power similar to, but distinct from, arcane and divine magic. Psionics are manifested purely by mental discipline. Psionics were introduced in the original supplement Eldritch Wizardry. Psionics have appeared as part of the core rules beginning with Advanced Dungeons & Dragons 1st edition.
AdventureQuest is an online Flash-based single-player role-playing video game started in 2002 and currently developed by Artix Entertainment.
Mutants & Masterminds is a superhero role-playing game written by Steve Kenson and published by Green Ronin Publishing based on a variant of the d20 System by Wizards of the Coast. The game system is designed to allow players to create virtually any type of hero or villain desired.
The druid is a playable character class in the Dungeons & Dragons fantasy role-playing game. Druids wield nature-themed magic. Druids cast spells like clerics, but unlike them do not have special powers against undead and, in some editions, cannot use metal armor. Druids have a unique ability that allows them to change into various animal forms, and various other qualities that assist them in natural settings.
d20 Modern is a modern fantasy role-playing game system designed by Bill Slavicsek, Jeff Grubb, Rich Redman, and Charles Ryan. The system's core rulebook was published by Wizards of the Coast on November 1, 2002; by 2006, ten additional supplements were released. The game is based on the d20 System and the Dungeons & Dragons 3rd Edition ruleset. It includes various campaign settings along with the tools to build campaigns in modern/contemporary settings.
Dark Ages is a MMORPG based on Celtic mythology, originally developed by Nexon and now operated by KRU Interactive. It is loosely based on the Korean game Legend of Darkness. The American version was developed by David Ethan Kennerly who based it somewhat on the works of horror writer H. P. Lovecraft. The game originally thrived on player involvement in the management of the game and progression of the storyline, even going so far as allowing players control over in-game politics and laws.
Alternity is a science fiction role-playing game (RPG) published by TSR in 1998. Following the acquisition of TSR by Wizards of the Coast, the game was discontinued in 2000 as part of a broader rationalisation of TSR's business holdings, but it retains a small and devoted fanbase. Parts of Alternity as well as TSR's classic Star Frontiers game were later incorporated into the d20 Modern game, especially the d20 Future setting. Star*Drive was the first campaign setting published for Alternity, and was introduced in 1998.
Warlord: Saga of the Storm is a collectible card game designed by Kevin Millard and David Williams. It was produced by Alderac Entertainment Group since its introduction in April 2001 until January 2008, when they announced they were ceasing its production. In place of AEG, German company Phoenix Interactive has licensed the rights to produce the game and printed their first set, Fourth Edition, in July 2008. The longer official name is almost always shortened to Warlord and the subtitle "Saga of the Storm" is often used informally to refer to the original base set of cards. The game is unrelated to an earlier, similarly named CCG, Warlords.
The Star Wars Roleplaying Game is a d20 System roleplaying game set in the Star Wars universe. The game was written by Bill Slavicsek, Andy Collins and J. D. Wiker and published by Wizards of the Coast in late 2000 and revised in 2002. In 2007, Wizards released the Saga Edition of the game, which made major changes in an effort to streamline the rules system.
The bard is a standard playable character class in many editions of the Dungeons & Dragons fantasy role-playing game. The bard class is versatile, capable of combat and of magic. Bards use their artistic talents to induce magical effects. The class is loosely based on the special magic that music holds in stories such as the Pied Piper of Hamelin, and in earlier versions was much more akin to being a Celtic Fili or a Norse Skald, although these elements have largely been removed in later editions. Listed inspirations for bards include Taliesin, Homer, Will Scarlet and Alan-a-Dale.
The fighter is one of the standard playable character classes in the Dungeons & Dragons fantasy role-playing game. A fighter is a versatile, weapons-oriented warrior who fights using skill, strategy and tactics.
The Ranger is one of the standard playable character classes in most editions of the Dungeons & Dragons fantasy role-playing game. Rangers are skilled bushcraftsmen/woodcraftsmen, and often lived reclusive lives as hermits.
A character class is a fundamental part of the identity and nature of characters in the Dungeons & Dragons role-playing game. A character's capabilities, strengths, and weaknesses are largely defined by their class; choosing a class is one of the first steps a player takes to create a Dungeons & Dragons player character. A character's class affects a character's available skills and abilities. A well-rounded party of characters requires a variety of abilities offered by the classes found within the game.
The rogue or thief is one of the standard playable character classes in most editions of the Dungeons & Dragons fantasy role-playing game. A rogue is a versatile character, capable of sneaky combat and nimble tricks. The rogue is stealthy and dexterous, and in early editions was the only official base class from the Player's Handbook capable of finding and disarming traps and picking locks. The rogue also has the ability to "sneak attack" enemies who are caught off-guard or taken by surprise, inflicting extra damage.
The cleric is one of the standard playable character class in the Dungeons & Dragons fantasy role-playing game. Clerics are versatile figures, both capable in combat and skilled in the use of divine magic (thaumaturgy). Clerics are powerful healers due to the large number of healing and curative magics available to them. With divinely-granted abilities over life or death, they are also able to repel or control undead creatures. Clerics also have specific 'domains' which usually align with the character's alignment and the god that cleric serves. Whether the cleric repels or controls undead is dependent on the cleric's alignment. It is the only class to be included in every edition of Dungeons & Dragons without a name change.
In the Dungeons & Dragons role-playing game, game mechanics and dice rolls determine much of what happens. These mechanics include:
Player's Option: Skills & Powers is a supplemental sourcebook to the core rules of the second edition of the Advanced Dungeons & Dragons fantasy role-playing game.
Marvel Contest of Champions is a 2014 fighting video game developed and published by Kabam. It was released on December 10, 2014, for iOS and Android. The fighting game is primarily set in the Marvel Universe. The game is strongly based on the events of the limited comic book series Contest of Champions. An arcade version was released in 2019, developed by Raw Thrills and exclusive to Dave & Buster's locations.