A game master's resource for the Iron Heroes variant fantasy roleplaying d20 rules.
Summary[]
From the White Wolf catalog:
- A Rules Expansion by Mike Mearls
- This is a must-have book for DMs and players who want to get the most out of the high-octane variant action fantasy rules of Monte Cook Presents: Iron Heroes. The book’s in-depth rules discussion teaches you not only how to use the rules of the game, but how to change them.
- These pages include new options and ideas for existing rules, expansions of some concepts presented in Iron Heroes, and all-new material to supplement your Iron Heroes games. The useful design commentary helps you run a successful heroic combat character or campaign by showing you how every change can alter the nature of the game and offering suggestions of how best to apply them. Now you can see how the system really works!
Introduction: Running Action Fantasy[]
Tips for gamemasters running an Iron Heroes style campaign.
Chapter One: Abilities[]
Some alternative methods for generating player and NPC ability scores.
Chapter Two: Characters and the Campaign World[]
Advice on how character traits and classes interact with a group's campaign world, plus tips on how to create that world as a group.
Chapter Three: Character Classes[]
New classes designed specifically for villains and NPCs.
Chapter Four: Combat[]
Rules for environmental effects on combat.
Chapter Five: Treasure, Rewards and Experience[]
A guide to player and character rewards in Iron Heroes, including a new system of Wealth Feats.
Chapter Six: Magic and Magic Items[]
Notes and rules for using magic in the generally low-magic atmosphere of Iron Heroes, including alternate rules for the creation of magic items.
Chapter Seven: Campaign Options[]
Suggested rules for alternate ways to award experience, and "metagame mechanics".
Appendix: Importing Game Material[]
A guide to using material from other d20 sources in an Iron Heroes campaign.
Background Information[]
Memorable Quotes[]
References[]
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