Tabletop RPG · since 2024 · #96 most discussed

ICON

Tactical heroic fantasy where characters with distinct combat roles fight in a world recovering from the fall of gods.

Tactical gridFantasytactical gridclassesdowntimeCampaignsNeeds a GM
5.7
Geek rating

From 5 firsthand play reports in 3 r/rpg threads. The threads alone average 6.3.

Player rating— / 10

No visitor ratings yet.

Discussion5.4 / 10

82 r/rpg posts named it, October 2023 to October 2026.

Rules weight

Medium. Hype 6.0 for its age.

Have you played it?

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Didn't work for usOne of our best

What players say

At the table

Firsthand play reports are thin: five across three threads, and few include table detail. What exists covers ICON 1.5 scenarios, a homebrew setting, and the 2.0 playtest, with one solo playtest.

What works

What tables struggle with

Who it suits

In players' words

The threads behind it

Each thread is rated for the play it describes, from the firsthand reports in it. Load one here or read it on Reddit.

7.0

Tom Abbadon's ICON in other settings?

The thread is mostly speculation about porting ICON 2.0 to Eberron or Arden Eld, and few commenters describe actual play. The two firsthand mentions are the OP, who ran Deeptower and a custom scenario in 1.5 and wants to GM again, and one commenter who ran ICON in a homebrew setting without trouble. Neither gives details of what happened at the table. 2 firsthand · 8 comments

Open on Reddit
5.5

Draw Steel, ICON and Beacon

Only two commenters report actually playing ICON, and the thread is mostly about Draw Steel and Beacon. One enjoyed the tactical combat and Forged in the Dark-style narrative side in the 2.0 playtest; the other's group gave up after a few months because the GM had too much to track. 2 firsthand · 59 comments

Open on Reddit
6.5

Tom Abbadon's ICON 2.0 (grid-based tactical combat, 4e-descended) now has a public playtest for combat

The thread is mostly reading impressions and design debate about the new ICON 2.0 combat playtest. The only firsthand report is one commenter's solo self-playtest of the previous 2.0 playtest, which found good tactical decisions and deep buildcraft but a very specific vision of tactical play that they don't fully resonate with. 1 firsthand · 93 comments

Open on Reddit