Iron Heroes: Reeeeeally curious.
Iron Heroes is a d20 variant. The character classes are designed under the assumption that PCs will not be using magic items to increase their powers and abilities. So it becomes more about the character's inherent abilities rather than what stuff he has.
The combat system is designed so that characters can perform all manner of stunts and maneuvers. Stunts are things like throwing dirt in an opponent's eyes, swinging from chandeliers, etc.
Most - but not all - of the classes can accumulate tokens with certain actions. These tokens (an abstract concept, by the way, not actual game world items) are often required to perform some of the abilities and powers a given class has. Example: the armiger, a class that is focused on wearing armor, accumulates tokens as the PC's armor absorbs damage from attacks. These tokens can then be used to make the character harder to hit, or to be even more able to absorb damage, or to make devastating counterattacks - these are abilities unique to the armiger. Each class has its own set of powers and abilities that can be used by the accumulation and spending of tokens. Tokens must be used pretty quickly, so a character can't just hoard them.
Fighting classes are the main focus of the game. Magic is dangerous and unpredictable. There is a magic-using class, called the arcanist, which is there because, well, someone would've asked for it if it wasn't there. Skills and hit points are handled differently than in regular d20 - but, y'know, mearls, who posts to this forum, is the guy who designed the game. With any luck, he'll show up and explain things better than I could.