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Monte Cook's Iron Heroes: Beyond run-of-the-mill d20 Fantasy!
At first, this book is mesmerizing! With a hard-core focus of the fighting folk of fantasy rpg, it offers a lot in the ways of specialization, customization and tactics in fighting.
It just has an edgem which for instande D&D d20 hasn't, once you've playes it a good deal.
The Iron Heroes first offer some unique Traits, which influence tha characters a gerat deal. Usually related to the background or training of the character; Nomadic, Mountainfolk, Cursader, Guild Thief etc. or something almost superhuman regarding mental or physical features.
Most of the system, however is close to D&D d20. A good thing for those familiar with D&D, as they can quickly grasp this new game. Attributes and Skills are much of the same.
But the Classes and Feats is where this game really stands out. Most Feats have many levels of expertise, each step giving bigger benefits and more options than the previous. Feats are arranged in category with similar types of feats; Power, Finesse, Tactics etc. A lot of these are well-known from D&D, but expanded widely. The Class chosen restricts how high levels of expertise can be taken in each category of feat.
The Classes are all variants of fighters, using different methods and tactics, each with its own special pros and cons. E.g. The Armiger specializes in using heavy armours, absorbing the enemy's blows, untill his brawn or tactics wears him down. The Berserker takes the punishment without the protection or armour, but builds up his rage, to grind the enemy to bits. The Harrier uses swift movement, acrobatics and fancy manoeuvres to hit-and-run his enemy to death. The Assasin studies his enemy, and makes that killing blow, at the right place at the right time. The Hunter uses the terrain to his and his comrades' advantage. The Archer makes good use of aiming, to fell with a single arrow. Etc.
A lot of these Classes and Feats give a Pool of some sort, with specific rules as to how points or tokes are gained, and what they can be used for, relevant to the special abilities of this particular fighting style.
The Armiger gains points from absorbing blows in his armour. The Berserker by taking wounds. Etc.
I rate this game high, because it's fun, and so much more than plain d20. However, I tired quickly of D&D, and all these fine feature merely extended this relatively short period of interest.
Fans of D&D and fighting will love this, taking beyond the mere Attack bonus and Hit Points race. They'll go nuts with all the interesting Feats and combat options, and find creative ways of using this, for great fun no doubt.
But I for one find myself constantly looking too farforward, plannign which Feats I need to do which cool, stuff. This I can't really enjoy my current level for very long. But if you're able to live in the present, it'll work just fine. Also, I tire quickly of a system with ever accumilating hit points. For a one in a while laugh, I'll play it. But the system is too old-skool to last long in my sphere of attention and interest.
But try it, knock your self out! Or better, knock someone else out - using your Fury Pool to cleave his puny torso with a mighty sweep of your humongeous giant ax.
Rating: 9.0
Reviewed by:
ultraviolet
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