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==Basic rules== Iron Kingdoms only uses [[d6]]'s (with very very occasional [[d3]]'s), but most game-affecting rolls use 2d6 as a base. It's also possible to add extra d6's onto a roll, or occassionally take d6's away. You're very unlikely to need more than about 5 or 6 d6's per player though. You'll be using these d6's in a fairly D&D-esque manner; roll 2d6 (+ any extra dice you managed to squeeze in), add your relevant skill and any active bonuses or penalties, and hope to beat a target number. In combat, you roll 2d6 + Accuracy to beat the opponent's DEF, then 2d6 + Power to beat their ARM, and they take damage equal to the amount you went over their ARM stat by (e.g. a damage roll of 20 against an armour of 15 = 5 points of damage). Non-combat skill rolls are either 2d6+stat+skill to beat a target number, or an opposed roll-off between you and the target. The system tends to be combat-heavy, though social, investigative and explorative games are very much possible as well. Character design is slightly interesting, especially when it comes to classes. When you create a character, you choose ''two'' Careers that then creates your class, as well as decides exactly what your character can gain when it comes to skills, abilities and sometimes even items. This can create fairly common combinations like Thief/Highwayman, Warcaster/Military Officer or Fellcaller/Man-At-Arms, or totally wacky ones like Bounty-hunter/Knight, Arcanist/Trencher, or Warcaster/Thief (''yes officer, this is my laborjack''). You also choose something called an "Archetype" that gives you one of several different slightly broken abilities (Wanna always attack twice? Choose Skilled!), or the ability to use magic.
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