Dungeoneer
First Post
Not a knock on 13th Age at all, but I do think its similarity to 4e is often overstated.
Though not by you.
Well, these kind of things are subjective, but here's just a few of the things 13th Age has in common with 4e:
- Positional combat (13A's is much more rules-lite than 4e's, but it exists and it offers tactical options nonetheless).
- A 'bloodied' status ('staggered').
- Healing surges ('recoveries').
- Death saves.
- Flat saves with no modifiers.
- Things that look an awful lot like Powers, in formatted stat blocks.
- At-will attacks, daily attacks, and rechargeable attacks that look an awful lot like Encounter powers.
- Interesting combat options for martial classes.
- Utility spells (for Wizards).
- Why hello, auto-hit magic missile!
- Monsters have roles.
- Monsters come in self-contained stat blocks.
- Dragonborn and Tieflings are races.
- The Warlord, erm, 'Commander', will be in the first splat book.
You get the idea. More important, but harder to quantify, is the 'feel' of the rules. Like 4e, 13A has simple, consistent rules that are iterated on in interesting ways. I get a very strong impression that the same design principles informed both. In fact, 13A really does a better job of exploring that design space in interesting ways. No one would accuse 13A's classes of being samey (I think, anyway, people are weird) and yet they all spring from the same basic rules. There are very few specialized subsystems for the DM to master.
IMHO, 4e players feeling left out in the cold by 5e will find a lot to like in 13A. Even if they don't adopt it wholesale, expect them to steal from it rampantly.