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13th Age Core Book
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<blockquote data-quote="Sizzlan" data-source="post: 6466720" data-attributes="member: 14265"><p><strong>5 out of 5 rating for 13th Age Core Book</strong></p><p></p><p>I myself and most of my gaming gals and buddies are working in the investment business. How often do we have time to play for the old d&d experience? Never. How often can we carve out some time on a Sunday afternoon? From time to time. How long do we know in advance? One to two days. So our setup is: no time to prepare an adventure, especially a pre-written one. No time to delve deep into a new campaign setting. We don't have the time to prepare pre-written campaigns or study a particular setting. We invent the setting on the fly and the story as we go. Sometimes I use the available for free organised play adventures as a backbone.13th Age became quickly became our system of choice, the reasons being:Every rule contributes to the storyEach character has a One-unique-thing: it is meant to message the intent of the player to the gm, why his pc matters to the story.We want every class a uniquely different feel. 13th Age classes are different. Totally.We don't want to fuss around with a detailed skill system. We want to have a skill system which details the background of the pcs and the campaign setting. Instead of „skills“, 13th Age works with backgrounds. Backgrounds encompass everything your character has done before becoming an adventurer. If you can explain why a certain background applies to a given situation, apply the background bonus.We want the characters to be uniquely connected with the story background - the icon systems directly connects the PCs to the movers and shakers or their respective organizations.Feats directly connect to the character-built - we do not want to study a few hundred of them and figure out the interdependenciesThe PCs immediately feel like Heroes in an action-packed high-fantasy movieIf you have the time to play D&D every week or other week, you can certainly take an established setting or campaign and play Pathfinder or fifth edition. If you don't: there is no other game for the spontaneous dungeoneering and dragonslaying experience than 13th Age.</p></blockquote><p></p>
[QUOTE="Sizzlan, post: 6466720, member: 14265"] [b]5 out of 5 rating for 13th Age Core Book[/b] I myself and most of my gaming gals and buddies are working in the investment business. How often do we have time to play for the old d&d experience? Never. How often can we carve out some time on a Sunday afternoon? From time to time. How long do we know in advance? One to two days. So our setup is: no time to prepare an adventure, especially a pre-written one. No time to delve deep into a new campaign setting. We don't have the time to prepare pre-written campaigns or study a particular setting. We invent the setting on the fly and the story as we go. Sometimes I use the available for free organised play adventures as a backbone.13th Age became quickly became our system of choice, the reasons being:Every rule contributes to the storyEach character has a One-unique-thing: it is meant to message the intent of the player to the gm, why his pc matters to the story.We want every class a uniquely different feel. 13th Age classes are different. Totally.We don't want to fuss around with a detailed skill system. We want to have a skill system which details the background of the pcs and the campaign setting. Instead of „skills“, 13th Age works with backgrounds. Backgrounds encompass everything your character has done before becoming an adventurer. If you can explain why a certain background applies to a given situation, apply the background bonus.We want the characters to be uniquely connected with the story background - the icon systems directly connects the PCs to the movers and shakers or their respective organizations.Feats directly connect to the character-built - we do not want to study a few hundred of them and figure out the interdependenciesThe PCs immediately feel like Heroes in an action-packed high-fantasy movieIf you have the time to play D&D every week or other week, you can certainly take an established setting or campaign and play Pathfinder or fifth edition. If you don't: there is no other game for the spontaneous dungeoneering and dragonslaying experience than 13th Age. [/QUOTE]
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