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13 True Ways
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<blockquote data-quote="Philip Francis" data-source="post: 7249773" data-attributes="member: 6908230"><p><strong>4 out of 5 rating for 13 True Ways</strong></p><p></p><p>This is a true miscellany and as a result everyone seems to take something different away from it (which almost certainly means that the book is getting enough right). The main draw are the new classes as they include the Druid and Monk which were the obvious 'traditional' classes omitted from the core book. It is fair to say that all of the classes do a good job of being interesting and different in their own right and none of them would be indispensable. The new classes are generally more complex to play or understand than the core classes. A case in point - the Chaos Mage is simple to play as you just need a copy of the book to reference against this turns random effect, but understanding how the Daily Spell rule is modified for this class isn't that easy.</p><p></p><p>After the classes the book presents rules on multi-classing. This I found interesting more for how it helps highlight what I see as the core strength of 13th Age; the customisability of all the classes. Fundamentally I doubt I will ever use these rules and I haven't had my players hammering at the door to access them either. The rules appear to have a high up front cost in terms of time needed to work through some of the intricacies on Talents and Abilities but after that it looks as though the future levelling should be fairly smooth. Given that most characters already have a broad range of fun stuff they can do and many have at least one talent where they can borrow or access another classes spell or talent pool, the rules appear intended for groups that absolutely have to have a half-elf fighter / mage to feel complete!</p><p></p><p>The rest of the book is aimed more at the GM and as is becoming the norm for 13th Age products meets a high bar for providing inspiration. The chapter on cities and courts is perfect in this regard and the frustration is that Pelgrane haven't revisited this format for other key locations in the Dragon Empire. The chapter on Devils I ignored for a while as 'just a monster chapter' but actually the way Robin D Laws has differentiated Devils from the Demons in the core book along with extensive notes on Icon influence makes them a great focus for a campaign (just not my current one as I have the Diabolist as the main antagonist). The additional monsters are worthwhile but Bestiary 1 is better in this regard and the NPCs didn't really work for me as I prefer to 'roll my own' but the layout for them is useful for helping you workshop your own ideas into a more interesting shape.</p><p></p><p>Overall you would be well advised to invest in this if you are running a campaign and it may well serve as useful inspiration for other F20 settings.</p></blockquote><p></p>
[QUOTE="Philip Francis, post: 7249773, member: 6908230"] [b]4 out of 5 rating for 13 True Ways[/b] This is a true miscellany and as a result everyone seems to take something different away from it (which almost certainly means that the book is getting enough right). The main draw are the new classes as they include the Druid and Monk which were the obvious 'traditional' classes omitted from the core book. It is fair to say that all of the classes do a good job of being interesting and different in their own right and none of them would be indispensable. The new classes are generally more complex to play or understand than the core classes. A case in point - the Chaos Mage is simple to play as you just need a copy of the book to reference against this turns random effect, but understanding how the Daily Spell rule is modified for this class isn't that easy. After the classes the book presents rules on multi-classing. This I found interesting more for how it helps highlight what I see as the core strength of 13th Age; the customisability of all the classes. Fundamentally I doubt I will ever use these rules and I haven't had my players hammering at the door to access them either. The rules appear to have a high up front cost in terms of time needed to work through some of the intricacies on Talents and Abilities but after that it looks as though the future levelling should be fairly smooth. Given that most characters already have a broad range of fun stuff they can do and many have at least one talent where they can borrow or access another classes spell or talent pool, the rules appear intended for groups that absolutely have to have a half-elf fighter / mage to feel complete! The rest of the book is aimed more at the GM and as is becoming the norm for 13th Age products meets a high bar for providing inspiration. The chapter on cities and courts is perfect in this regard and the frustration is that Pelgrane haven't revisited this format for other key locations in the Dragon Empire. The chapter on Devils I ignored for a while as 'just a monster chapter' but actually the way Robin D Laws has differentiated Devils from the Demons in the core book along with extensive notes on Icon influence makes them a great focus for a campaign (just not my current one as I have the Diabolist as the main antagonist). The additional monsters are worthwhile but Bestiary 1 is better in this regard and the NPCs didn't really work for me as I prefer to 'roll my own' but the layout for them is useful for helping you workshop your own ideas into a more interesting shape. Overall you would be well advised to invest in this if you are running a campaign and it may well serve as useful inspiration for other F20 settings. [/QUOTE]
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