The Iron Gauntlets PDF is 116 pages with color cover and b&w interior. Reference sheets, a two-page character sheet, a page of paper miniatures and nine color battle maps are also included. There is no index, but the PDF is bookmarked. The layout is clean and better than many of the 'amateur' PDFs that I see. I have seen much of the interior clip art before, but it is used here to good effect and is of even quality for the most part.
The Iron Gauntlets core rules deliver a complete RPG. There are rules for character creation, magic, a bestiary and task resolution. There is also a section for the gamemaster (called the Director in IG) with information you would expect, including advice on adjudicating magic, customizing characters, story hooks and magic items.
Character creation involves picking a character race, background and vocation (analogous to a class), assigning points to six normal abilities (and one or more magic abilities for characters that use magic), assigning points to skills and purchasing equipment. Abilities can be customized by the use of Flairs, which refine character abilities. For instance, a player may refine his thief character by giving him a dexterity flair to his fitness ability. Flairs act as a bonus or penalty to the associated ability and most total zero. Characters can be further customized with Gimmicks, which act as bonuses and flaws.
Task resolution in Iron Gauntlets is similar to many other sytems, but has its own wrinkles. Essentially, the Director picks a difficulty for a task and this determines how many 'steps' are required for success. The player rolls a number of dice equal to the relevant ability for the task. If a skill is involved, each die rolled less than or equal to the relevant skill level counts as a step toward success. If the player possesses no relevant skill, a step is only achieved on a roll of one. Luck can also be used to affect tasks and tasks can also be contested, resisted, sustained, etc.
Magic is divided into Crafting, Divinity, Essence and Totem-based forms. Each form consists of various methods and styles used to achieve the practitioner's ends. The various magical abilities work like skills with a difficulty scale based on what effect the practitioner wants to achieve. The magic chapter is definitely the crunchiest part of the rules, but there is also plenty of flexibility and ideas for players and Director alike.
Iron Gauntlets falls squarely into the 'rules light' RPG camp.If you need a system that tells you exactly how many minutes a torch burns or how many miles a horse can be ridden in a day, Iron Gauntlets is not for you. On the other hand, if you are looking for a fast and flexible RPG that has many of the traditional tropes, you should give it a look.<br><br>
<b>LIKED</b>: The system is flexible, but still packs plenty of detail. The layout and writing are a cut above the average PDF.<br><br><b>DISLIKED</b>: I wanted more examples of how to use magic. A sample adventure or setting information would have been a nice addition.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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