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13th Age Discussion: A Love Letter to The Best Parts of D&D
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<blockquote data-quote="Isaac Chalk" data-source="post: 5943395" data-attributes="member: 96952"><p>I would have thought that Communist magic items and the phrase 'murderhobo' would be clues enough that I was not a promotion-bot, but okay.</p><p></p><p>Stuff I didn't quite click with: the setting is okay, but merely okay. It's a medieval empire that may be about to enter a decline, and I've seen enough of those in gaming that this one didn't quite light my fire. Were I given carte blanche I would advance it to the Renaissance, since that's an era I'm keener on. Your mileage may vary.</p><p></p><p>At present, classes get varying number of background points, and while there is an 'official house rule' for equalizing all backgrounds, I would prefer that "all classes have just as much going on in their background" to be the default.</p><p></p><p>Ongoing damage stacks. It originally stacked in 4th Edition, and I can see why they took it out. A playtest on the Something Awful forums had someone enduring 60 ongoing a round. So much for the Bird Who Was An Elf (One Unique Thing.)</p><p></p><p>Layout wise, a consolidated list of "stuff that happens when you level" was mostly there - enough that the stuff not on it was easy to miss, such as upgrades and additions to iconic relationships.</p><p></p><p>Not a problem, but an interesting design choice: there's ten levels. Not twenty, not thirty: ten. I personally find it's a rare campaign that sees 20 levels, let alone thirty, but many of my friends made good points that the advancement may be a bit too jumpy.</p><p></p><p>Finally, the playtest just ended and according to <a href="http://www.pelgranepress.com/ ?cat=248" target="_blank">this press release,</a> the game will be ready for pre-order very soon and out in September 2012. Three months feels this side of short to go from final playtest to fully released ruleset, even for a two-person design team with little institutional inertia.</p></blockquote><p></p>
[QUOTE="Isaac Chalk, post: 5943395, member: 96952"] I would have thought that Communist magic items and the phrase 'murderhobo' would be clues enough that I was not a promotion-bot, but okay. Stuff I didn't quite click with: the setting is okay, but merely okay. It's a medieval empire that may be about to enter a decline, and I've seen enough of those in gaming that this one didn't quite light my fire. Were I given carte blanche I would advance it to the Renaissance, since that's an era I'm keener on. Your mileage may vary. At present, classes get varying number of background points, and while there is an 'official house rule' for equalizing all backgrounds, I would prefer that "all classes have just as much going on in their background" to be the default. Ongoing damage stacks. It originally stacked in 4th Edition, and I can see why they took it out. A playtest on the Something Awful forums had someone enduring 60 ongoing a round. So much for the Bird Who Was An Elf (One Unique Thing.) Layout wise, a consolidated list of "stuff that happens when you level" was mostly there - enough that the stuff not on it was easy to miss, such as upgrades and additions to iconic relationships. Not a problem, but an interesting design choice: there's ten levels. Not twenty, not thirty: ten. I personally find it's a rare campaign that sees 20 levels, let alone thirty, but many of my friends made good points that the advancement may be a bit too jumpy. Finally, the playtest just ended and according to [url= http://www.pelgranepress.com/ ?cat=248]this press release,[/url] the game will be ready for pre-order very soon and out in September 2012. Three months feels this side of short to go from final playtest to fully released ruleset, even for a two-person design team with little institutional inertia. [/QUOTE]
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