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Warlocks need a LOT of work, and are poorly adapted to RPG use, at least over the scope of a long-running campaign. Gatormen ARE fun to play, but when you're on the GM side of the screen, it's hard to balance encounters that will challenge the Gatormen without simply creaming all the non-Gatormen in the party. (The "hunger" disadvantage for gatormen isn't really as big a deal as the fluff makes it sound.) Over the course of our Unleashed campaign, more players ended up changing over to Gatorman if they wanted to be all-around awesome. Gatormen can be pretty much placed side-by-side against the Ogrun from the core IKRPG, and in virtually all respects (except for POI, or the likelihood to be allowed to walk around freely in a city) are just plain BETTER than them.

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There are some issues with balance between the races. If, however, you wanted to play (or play against) the Retribution of Scyrah, Rhulic Mercenaries, or Cryx, you're just going to have to make do with the 2nd edition "Forces" books from Warmachine, and hand-wave all the missing RPG elements.) (If you want to play any of the major Unleashed races - or as a GM you want to have them as fleshed-out adversaries - you either have what you need in this book, or else in the Skorne supplement, or about 5 issues of "No Quarter" to provide most of what you need for Everblight.

  • "Unleashed" arguably has better support as an RPG setting than the more traditional Iron Kingdoms.
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    Related to the above, the new PC races, archetypes/professions, and branches of magic could be used to greatly expand what sorts of adversaries a more "traditional" Iron Kingdoms party might run up against. This provides a greatly expanded bestiary, larger and more impressive than the "Monsternomicon." A great many archetypes are filled in here for Iron Kingdoms GMs who want to run wilderness encounters against various of the denizens made familiar in the miniatures wargame. I've run two Iron Kingdoms RPG campaigns, and "guest-GMed" in a third, and I found this to be an invaluable resource either for more conventional adventures based in the "Iron Kingdoms," OR for those focused on the "wild folk" as seems to be intended by the rebranding of this as "Unleashed." It still leaves a few gaps, however, and I would strongly recommend that anyone getting this book also pick up the "Wild Adventure" supplement (which goes a long way toward filling those conspicuous gaps).

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    Iron Kingdoms Unleashed Roleplaying Game Core Rules






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