In effect, "Iron Heroes-ing" a game means the following things.
1. Caster classes are either eliminated or made distasteful through some mechanic.
2. Magic Items are either eliminated to made so dangerous and limited that they do not effect game balance in any meaningful way.
3. The non-caster classes are buffed to a point that they are comparable to a character who does have access to magic.
4. Traditionally, all these things are accomplished through enormously complicated and arcane rules changes.
nope, you missed the goblin. |
Let's assume we are playing just normal-run-of-the-mill 3.x (I use this term to include 3.0, 3.5, and pathfinder because damn it they are not that different - PT being my preferred option). We eliminate the primary caster classes entirely. That means we lose the Cleric, Druid, Sorcerer, and Wizard. Okay, that's fine. Now we may want to get more intense and lose the Bard, Ranger, and Paladin. That's up to whoever is doing this. I am absolutely certain there is a mundane version of each of those so, whatever.
That leaves us with the Barbarian, Fighter, Monk, Rogue. That's really not too bad for a party. But, yes no healing. Fine. Use the Reserve Hit Points system (you get an amount of reserve hit points equal to your base hit points which you can convert to Hit Point whenever you are out of combat). This is, you will note, very close to the short/extended rest mechanic of 4e (gee, I wonder if the designer was the same guy).
OMG, totally was. |
Which really brings me to another conceptual point. Nothing I just suggested required more than a few seconds of thought and can be done without anything beyond the core rulebooks.
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