My 13th Age Report

Morrus

Well, that was fun
Staff member
While at UK Games Expo, I got to play a session of 13th Age (kindly run for me by Peter Griffith, who you may know as @pedr).

We filmed the event, so at some point you'll be able to see a short video featuring some highlights, factoids, and brief interview pieces.

But that aside, here's how it went. Bear in mind I had never seen so much as glimpse inside 13th Age before, other than the occasional interview or promotional piece. So I didn't know what to expect. And this was a two-hour session, with one hour prep/chagen and one hour play.

What I got was D&D. In a good way. 13th Age is D&D as much as any other edition or variant is. It feels like it sits somewhere between 3rd and 4th edition in style, but less complex than either.

The first hour was character generation. Well, pre-gen modification. I chose the wizard pre-gen, which was basically a 1st level D&D wizard with ability scores and a familiar selection of spells, and had to make the following decisions:

1) One Unique Thing. I had to decide on a thing that set my character apart. I went with "has a pack of dogs" (which ended up pulling us in a sled). Chris Brind, playing the dwarf cleric, decided he had been brought up by elves. Others picked other things. We were encouraged to come up with something imaginative both we and the GM could use in game.

2) Backgrounds. We had no skills. Instead we had 8 points (I think) to spend on backgrounds A background is a self-invented, very broad skill. In each you can start with up to 5 points (so you could have 8 little ones, or one big one and a medium sized one, or what have you). Skill checks are ability checks, and if your background would help you can add its score to your check. So if you had 2 points of "raised by a cheese maker" and in a dungeon there was a block of cheese, you'd get +2 to your wisdom check to identify it. I think. We didn't actually use them much in the hour we had available, so I could be wrong.

3) Relationships with Icons. Icons are powerful NPCs in the default setting. I assume other settings have other Icons. They're not gods, but they fill a similar narrative niche, I think. Anyway, there's a little point system which I didn't fully grasp which allows you to define your relationship with one or more Icons. I decided to throw them all into an adverse relationship with the Archmage, and that my character believed that the Archmage was merely a stage magician proficient at sleight-of-hand.

So we started the adventure. Some stuff round the village led us to go to a cave and fight some orcs. Like I said, it was just an hour. The combat operated in zones - you were either engaged, at short range, or at long range (again - I think; going off memory here). You could use a move action to transition between zones. I don't know if there were additional zones - I suspected that "off in the woods to the right" might have been a zone, but I don't know. I also don't know if the rules refer to them as zones - that's just how I've seen them referred to in other games.

That all worked great. It was faster than 3E or 4E. Less tactical, more narrative. The martial characters were selecting from a small list of 4E-ish abilities; I had a spell list containing magic missile, burning hands, and the like. Plus an ability which said that if I renamed my spells and describ them differently, I'd get a small bonus (the bonus was unspecified - I think it was GM discretion). I therefore referred to my magic missiles and burning hands and acid arrows as "infallible logical arguments" and "scathing moral condemnations" and the like. Which people laughed at. Possibly out of politeness.

Throughout this combat, an "escalation dice" increased each round, granting its value as a bonus to attacks and the like. It went up by 1 each round, I think. I believe there's some other funky stuff some classes can do which trigger off it. But it's main effect is to end fights quicker - as the combat goes on, you become more likely to hit. Also, that has the effect of making his save your big guns and not blast them out in the first round (which is something I found in 4E: folks would blow their bigger powers, and then spend 45 minutes plibbing away little at-wills; here it's the opposite: you build towards a climax with that big spell or manoeuver).

My main conclusion: this is a version of D&D, written by two D&D designers. It just doesn't have the name on the cover. It's more narrative than recent versions, and less tactical - hearkens back to 1e/2e in that respect - but contains modern things like at will/daily abilities, healing surges (they were called something else though) and some modern smatterings of player narrative control. I couldn't tell you what it's like to run, or to play long-term, but I suspect I'd like it. It removes many of the 4E gamist elements; the classes feel (at first glance) different to each other; and story elements are rewarded.

It's called "a love letter to D&D", but I feel that it (like Pathfinder) is D&D.
 

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Talath

Explorer
I was really impressed by what I read, when I was really incredulous before, to the point that I preordered it so I could read the PDF ahead of time. As far as fantasy d20 goes, I think it's better than Pathfinder, 3.X, or any other fantasy d20 game out there, past or present.
 

dd.stevenson

Super KY
It's more narrative than recent versions, and less tactical - hearkens back to 1e/2e in that respect - but contains modern things like at will/daily abilities, healing surges (they were called something else though) and some modern smatterings of player narrative control.

How long did the combats take? Did it seem like these were going to be generally 10 minute combats, 30 minutes, or 1-2 hour combats?
 

Raith5

Adventurer
Is there overview of the game or sample chapter on their site? I cant seem to find anything other than reviews. The game seems interesting.
 


Evenglare

Adventurer
How long did the combats take? Did it seem like these were going to be generally 10 minute combats, 30 minutes, or 1-2 hour combats?

Combat is extremely quick. Quicker than any other D&Desque game. There are 2 reasons for this, and I love them. First, you have the escalation die. Every time a new round comes about you increase a D6 by one. When players attack, they receive a bonus to their attack rolls using the escalation die. This means as battle gains momentum your characters hit more often.

The second reason is that enemies do a static number of damage (this number comes from the average die roll you would normally use). I and many others were extremely hesitant about this mechanic, when I ran my game I now appreciate the fact that there is one less roll to deal with in combat. If and when I ever play pathfinder again, I am definitely implementing this mechanic.
 

Manabarbs

Explorer
My experiences are that combat is generally pretty quick, especially once people get the hang of 13th Age's representation of space. Where it takes longer, it's often because of narrative or improvisational elements pushing their way into combat, which is the sort of combat slowdown that I feel like people don't mind so much. Combats do go long enough for there to be some back and forth - you don't just one-shot all the orcs and move on - but individual turns move pretty fast, and I generally tend to think of combats as taking about 10-20 minutes if people are generally on the ball. You could certainly make them go faster than that if you prioritized getting through them faster, but I don't consider that an inordinately long amount of time, so why not take it easy?
 

Dragonblade

Adventurer
Is there overview of the game or sample chapter on their site? I cant seem to find anything other than reviews. The game seems interesting.

Manabarbs did an exhaustive overview here.

I love the game myself. Heinsoo (who designed 4e) and Tweet (who designed 3e), have really nailed it with this. As I said in the other thread, 13th Age really captured the spirit of how I played AD&D when I was a kid but with modern 3e/4e inspired mechanics as opposed to old school retro mechanics.

Granted, this feel of gaming nostalgia is unique to me based on my personal experience with the game over the years and my own tastes in gaming. So obviously this won't be true for everyone. But that's the highest praise I can give it. :)

I will continue to follow Next's development, and my substantial collection of Pathfinder and 4e hardbacks isn't going anywhere, but as of right now 13th Age will be my go to version of D&D for the forseeable future. :)
 

waderockett

Explorer
Is there overview of the game or sample chapter on their site? I cant seem to find anything other than reviews. The game seems interesting.

You can find an overview of the game, pregen characters, the 2-hour demo adventure, quick reference sheets and more on the Resources page. I can't post links yet, but if you go to Pelgrane Press' website, click 13th Age in the right sidebar, and click Resources on the sidebar, you'll see it.
 


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