Iron Kingdoms RPG: Difference between revisions

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I wrote most of this back in the day, and I don't agree with any of my bile now. Decided to do a rewrite.
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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 third edition as of this article. As those two games got a more substantial following, the IKRPG followed suit and adopted the basics of the two wargames for its system, which created the game you're reading about now.


And then it was released. Reactions was good at first - It was close to the [[wargame|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 [[Death Korps of Krieg|Trencher]]/[[Inquisitor|Investigator]], or a [[Space Marine|Stormblade]]/[[Wizard|Arcanist]]. It seemed to work out...
IKRPG is, of course, set in the Iron Kingdoms, and allows the player to take on a wide variety of different adventurers doing a wide amount of different shit in the Kingdoms; Cortex trafficking, mercenary work, elite troops, you name it. The players also sorta a create their own class on creation, due to a cool two-"Career" system where you choose what amount to two classes and then combine all their feats, skills and whatever into one. This can create all manners of cool shit, like a [[Death Korps of Krieg|Trencher]]/[[Inquisitor|Investigator]], or a [[Space Marine|Stormblade]]/[[Wizard|Arcanist]].  


But then there was [[rage]].
IKRPG is slightly infamous for being based on a system meant for a [[wargame|wargames]], and it shows in the system. It is a very combat-heavy system, with some light investigative and social system here and there for good measure. Battles play out almost like the way the wargames do, while most play outside combat is more up to the players and their [[GM]] to figure out.


Read on, oh Reader, read on and learn.
The player characters also get fucking ''lethal'' at the drop of a hat; semi-competent Veteran level characters can readily skull-fuck characters like [[Khador|the Butcher]] without breaking a sweat. That said, it's generally easy to take damage but hard to die, so combat is hard but not overly punishing.


==History==
Guess what.


==Rules==
==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.
The IK RPG system is based around test made with 2D6 like in the wargames with 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.  
[[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 divided into Occupational, Military and General skills, and Abilities, which is, well, abilities of the characters.  


So this sounds all good, right? No. No, it really isn't. Allow me to go through these:
The game tends to make it easy to become a dodge-tank if one wants to, as DEF is gained from three Stats that are readily available and nice to have (Speed, Agility and Perception), while armor-tanks are rare but powerful when they do show up. A well-geared Paladin of the Wall using Stone Stance can readily hit 24+ ARM values, which is fucking insane in this game. This author had a campaign where the GM had to break the rules of the game just to ''try'' to break the Armor of the resident Man-O-War/PotW. We're talking Ogruns in [[Power Armor|Ironhead Armor]].


*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:
==Expansions==
The game is essentially fully fleshed out by now.


==Why we can't get along==
*'''Iron Kingdoms: Unleashed:''' A main book like the regular IKRPG book, though focused on the HORDES part of the setting, as opposed to the WARMACHINE focus of the original game. Fully compatible with the other one, to the point where having both books just means having double the options for characters. If you wanna play cannibalistic pigmen, this is where you go.
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)
*'''All of the No Quarters:''' Almost every single of Privateer Press' magazines has had a section with additional stuff for players; much of it inspired by things in the wargame.
*'''Kings, Gods and Nations:''' An expansion to the main game, featuring ALL of the lore, plus a little more. In addition, it's got a lot of nation-and-religion-specific new classes, items and Warjacks. It's got explosive pens. Explosive. Pens.

Revision as of 15:38, 9 May 2018

This article is a stub. You can help 1d4chan by expanding it

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 third edition as of this article. As those two games got a more substantial following, the IKRPG followed suit and adopted the basics of the two wargames for its system, which created the game you're reading about now.

IKRPG is, of course, set in the Iron Kingdoms, and allows the player to take on a wide variety of different adventurers doing a wide amount of different shit in the Kingdoms; Cortex trafficking, mercenary work, elite troops, you name it. The players also sorta a create their own class on creation, due to a cool two-"Career" system where you choose what amount to two classes and then combine all their feats, skills and whatever into one. This can create all manners of cool shit, like a Trencher/Investigator, or a Stormblade/Arcanist.

IKRPG is slightly infamous for being based on a system meant for a wargames, and it shows in the system. It is a very combat-heavy system, with some light investigative and social system here and there for good measure. Battles play out almost like the way the wargames do, while most play outside combat is more up to the players and their GM to figure out.

The player characters also get fucking lethal at the drop of a hat; semi-competent Veteran level characters can readily skull-fuck characters like the Butcher without breaking a sweat. That said, it's generally easy to take damage but hard to die, so combat is hard but not overly punishing.


Rules

The IK RPG system is based around test made with 2D6 like in the wargames with 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 divided into Occupational, Military and General skills, and Abilities, which is, well, abilities of the characters.

The game tends to make it easy to become a dodge-tank if one wants to, as DEF is gained from three Stats that are readily available and nice to have (Speed, Agility and Perception), while armor-tanks are rare but powerful when they do show up. A well-geared Paladin of the Wall using Stone Stance can readily hit 24+ ARM values, which is fucking insane in this game. This author had a campaign where the GM had to break the rules of the game just to try to break the Armor of the resident Man-O-War/PotW. We're talking Ogruns in Ironhead Armor.


Expansions

The game is essentially fully fleshed out by now.

  • Iron Kingdoms: Unleashed: A main book like the regular IKRPG book, though focused on the HORDES part of the setting, as opposed to the WARMACHINE focus of the original game. Fully compatible with the other one, to the point where having both books just means having double the options for characters. If you wanna play cannibalistic pigmen, this is where you go.
  • All of the No Quarters: Almost every single of Privateer Press' magazines has had a section with additional stuff for players; much of it inspired by things in the wargame.
  • Kings, Gods and Nations: An expansion to the main game, featuring ALL of the lore, plus a little more. In addition, it's got a lot of nation-and-religion-specific new classes, items and Warjacks. It's got explosive pens. Explosive. Pens.