Iron Kingdoms RPG: Difference between revisions
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{{delete|Not only is this bit a [[butthurt]] mostly wrong, this system has a better page already written [[Iron Kingdoms|over here]].}} | |||
The Iron Kingdoms RPG is a roleplaying game for playing in the [[Iron Kingdoms]] Universe (duh). It has seen two different edition at this point, the first being the [[Dungeons and Dragons]] [[mod]] called Iron Kingdoms, set in what was called the "Witchfire" universe, based on the books of the same name. This quickly grew to produce numerous great stuff, most notably the wargames [[WARMACHINE]] and [[HORDES]], who both are in their second edition as of this article and are constantly gathering followers from both young and old... But as these games grew in size and fanbase, the demand for a new version of the old [[RPG]] went up as well, and the the demands were granted. What people knew were a version of [[DnD]] with so much [[fluff]], [[crunch]] and loot that it was almost overwhelming, so hopes were high. | The Iron Kingdoms RPG is a roleplaying game for playing in the [[Iron Kingdoms]] Universe (duh). It has seen two different edition at this point, the first being the [[Dungeons and Dragons]] [[mod]] called Iron Kingdoms, set in what was called the "Witchfire" universe, based on the books of the same name. This quickly grew to produce numerous great stuff, most notably the wargames [[WARMACHINE]] and [[HORDES]], who both are in their second edition as of this article and are constantly gathering followers from both young and old... But as these games grew in size and fanbase, the demand for a new version of the old [[RPG]] went up as well, and the the demands were granted. What people knew were a version of [[DnD]] with so much [[fluff]], [[crunch]] and loot that it was almost overwhelming, so hopes were high. |
Revision as of 01:38, 1 January 2015
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This article has been flagged for deletion. Comment on the article's talk page. Reminder: Do NOT blank pages when flagging them for deletion. Reason: Not only is this bit a butthurt mostly wrong, this system has a better page already written over here. |
The Iron Kingdoms RPG is a roleplaying game for playing in the Iron Kingdoms Universe (duh). It has seen two different edition at this point, the first being the Dungeons and Dragons mod called Iron Kingdoms, set in what was called the "Witchfire" universe, based on the books of the same name. This quickly grew to produce numerous great stuff, most notably the wargames WARMACHINE and HORDES, who both are in their second edition as of this article and are constantly gathering followers from both young and old... But as these games grew in size and fanbase, the demand for a new version of the old RPG went up as well, and the the demands were granted. What people knew were a version of DnD with so much fluff, crunch and loot that it was almost overwhelming, so hopes were high.
And then it was released. Reactions was good at first - It was close to the wargames in system, which was fine as a it's pretty solid system overall, and it allowed for some really unique characters through the double-class system, so you could possibly have a Trencher/Investigator, or a Stormblade/Arcanist. It seemed to work out...
But then there was rage.
Read on, oh Reader, read on and learn.
History
Guess what.
Rules
The IK RPG system is based around test made with 2D6 like in the wargames with frightenly small changes to the overall formula - When you test for, say, Agility, you roll a 2D6, add your Agility score to the mix and that's it. In some cases you will add more modifiers from skills, but this is what you do, both in and outside combat.
Stats are compromised of your Main stats, which are the physical (Physical, Speed, Strength), skillbased (Agility, Prowess, Poise) and mental (Intelligence, Perception, Arcane) traits of your average being, Skills, who are devided into Occupational, Military and General skills, and Abilities, which is, well, abilities of the characters. Really, it isn't hard.
So this sounds all good, right? No. No, it really isn't. Allow me to go through these:
- Stats.
- Physical: The Physical stat go to Armour Rating (ARM). No, that's it. It isn't used in Survival or anything else. Good for combat, of course.
- Speed: Your Speed stat is the amount of inches you can move per turn and is a part of your Initiative Stat. Again, good for combat, but doesn't do anything else.
- Strength: Strength goes with the power rating (POW) of a melee weapon to create the "P + S", which is the actual POW of the weapon. Helps with physical tasks, like climbing, but is otherwise not used for anything but combat.
- Agility: Agility is important for your Defense Rating (DEF), which is really crucial for avoiding damage - ARM is not protection, DEF is: ARM is only a safeguard so you won't be killed in one hit. Some Skills do use AGL, though, which is a fucking rarity.
- Prowess: Used for hitting with Melee Weapons. That is it.
- Poise: -----------||---------- Ranged --------||--------.
- Intelligence: Used for all kinds of creating and knowledge, and is such very useful outside combat, as one of the only stats in this entire system that isn't for combat.
- Perception: BEST STAT. Perception is used to see and discover stuff you wouldn't in any other circumstances. Get high Detection and you will make Sherlock Holmes approve of you as his mentor.
- Arcane: Is weird. Can be used to test for magical stuff, but is GUESS WHAT, mostly for combat. More on how this works later.
... Do you see the complications here? And this goes on. Let's talk skills:
Why we can't get along
Discussion on how the game is very much geared for combat, is too vague and has too little actual fluff to make anything other than HackNSlash. Magic is also skimped as hell and the rules for making Mechanika isn't solid enough to keep people from muchkinning (Which is easy as fuck in this game)