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General Tabletop Discussion
D&D Older Editions
4e/13thA immersion question and 5e/13thA DoaM question
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<blockquote data-quote="Cadence" data-source="post: 6266186" data-attributes="member: 6701124"><p>Finished our first session of 13th age last week and have our second in a few days. I like the OUT/backgrounds/big-list-of-spells-and-powers for my cleric, am getting a handle on him as a person, and he played just fine mechanically in our first combat. The party seems like it should have lots of good role-playing opportunities.</p><p></p><p>1 - A question for 13th Agers or 4e-ers about immersion</p><p></p><p>My problem is that there are a lot of powers I can do as quick actions and a lot I can do as my regular action, so each round I'm looking over my stack of powers and the the rough layout of where everyone is and trying to figure out what the optimal set of them to use is. I can do it quickly enough to be ready before it gets to my turn, but it feels like once combat starts that I step out of character and into a generic strategy or video game. It's the same kind of feeling I had in 4e with the AEDU. I don't remember ever having to get immersed in previous editions at the levels we played at. Maybe it was because each situation had a bunch of things that you could do that easily meshed the language and effects (attack with sword, charge, circle around, etc...) and only a small handful of spells or special abilities that would be useful (and a lot of those were like fireball and heal, and not just flinging around some abstract bonus). Or maybe it was just years of practice.</p><p></p><p>So, how do you stay feeling like you're in character or doing what your character would in combat instead of feeling like you're running through a checklist to see what you should do next? (Or would a real-life character in combat just have a mental check-list like an NFL quarterback and go on auto-pilot?) Does it work to just try to focus on visualizing, or to not consider the whole range of powers? Is it just a matter of practice?</p><p></p><p></p><p>2 - A question about 13th Age/5e and DoaM</p><p></p><p>So, there seems to be a mass of hate about DoaM for 5e. Did I miss the big hubbub of dissatisfaction when people read 13th Age and saw damage on a miss, or is the audience that completely divorced from 5e? Is there any difference in the conception between the two?</p><p></p><p>As far as my impression of DoaM after our first 13th Age session, that one of my powers let me increase the other party members DoaM didn't help with feeling immersed at all. I can justify to myself a +1 to hit for everyone or something like that in 1e/2e/3/3.5/PF from a bless spell being the same as magically enchanting the blade or whatnot. That the magic weapon does more damage when it misses but nothing extra when it hits just seems odd. Maybe I'm just thinking too much about it. That another player's effectiveness depended on whether they had an odd-miss or even-miss also didn't help me picture it as more than plusses and minuses. That player did do a nice job of narrating what they did (after they saw the die result) though.</p></blockquote><p></p>
[QUOTE="Cadence, post: 6266186, member: 6701124"] Finished our first session of 13th age last week and have our second in a few days. I like the OUT/backgrounds/big-list-of-spells-and-powers for my cleric, am getting a handle on him as a person, and he played just fine mechanically in our first combat. The party seems like it should have lots of good role-playing opportunities. 1 - A question for 13th Agers or 4e-ers about immersion My problem is that there are a lot of powers I can do as quick actions and a lot I can do as my regular action, so each round I'm looking over my stack of powers and the the rough layout of where everyone is and trying to figure out what the optimal set of them to use is. I can do it quickly enough to be ready before it gets to my turn, but it feels like once combat starts that I step out of character and into a generic strategy or video game. It's the same kind of feeling I had in 4e with the AEDU. I don't remember ever having to get immersed in previous editions at the levels we played at. Maybe it was because each situation had a bunch of things that you could do that easily meshed the language and effects (attack with sword, charge, circle around, etc...) and only a small handful of spells or special abilities that would be useful (and a lot of those were like fireball and heal, and not just flinging around some abstract bonus). Or maybe it was just years of practice. So, how do you stay feeling like you're in character or doing what your character would in combat instead of feeling like you're running through a checklist to see what you should do next? (Or would a real-life character in combat just have a mental check-list like an NFL quarterback and go on auto-pilot?) Does it work to just try to focus on visualizing, or to not consider the whole range of powers? Is it just a matter of practice? 2 - A question about 13th Age/5e and DoaM So, there seems to be a mass of hate about DoaM for 5e. Did I miss the big hubbub of dissatisfaction when people read 13th Age and saw damage on a miss, or is the audience that completely divorced from 5e? Is there any difference in the conception between the two? As far as my impression of DoaM after our first 13th Age session, that one of my powers let me increase the other party members DoaM didn't help with feeling immersed at all. I can justify to myself a +1 to hit for everyone or something like that in 1e/2e/3/3.5/PF from a bless spell being the same as magically enchanting the blade or whatnot. That the magic weapon does more damage when it misses but nothing extra when it hits just seems odd. Maybe I'm just thinking too much about it. That another player's effectiveness depended on whether they had an odd-miss or even-miss also didn't help me picture it as more than plusses and minuses. That player did do a nice job of narrating what they did (after they saw the die result) though. [/QUOTE]
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