Evenglare
Adventurer
Specific questions in no particular order, if I may:
1) Realistic time for one combat = ?.
Background: I played 4E and some people posted that combat was allegedly quick if you knew what you were doing. That is an outrageous lieWell, maybe for them it went well, but really, 4E combat was very long for most groups. Our group of experienced players NEVER got any combat done in less than 1.5 hours; and it usually took about 2.5 to 3 hours per combat. Sometimes 4 hours, for particular big battles. Sure, we're a laid-back group that role-plays during battle, but still, I never got how some groups managed to end all their 4E battles within 1 hour, according to their posts.
Combat rarely lasts for more than 30 minutes for a full on battle for us and that's thanks to the escalation die. The die advances every round and you add that number to your attack. So when the second round comes about all your characters will be adding +1 to their attack, 3rd round +2, etc etc all the way to +6. It simply speeds up combat and enemies like dragons get to use it as well, it's by far one of the best things about the game in my opinion. I use escalation die in all d20 games now. I haven't played 4e with escalation die but I bet it solves most of the long combat problems.
I'd say it's a bit faster than 4e, and EXTREMELY faster than 3.x/pathfinder. Here's a monster improv toolkit I use a lot, it's great. https://docs.google.com/file/d/0B5k1Bo0pV5ilVFFvY2VsQ0JiVjg/edit2) Monster and NPC creation time = ?. I'm thinking about possibly using 13A to DM. As always, I'm going to create my campaign. 4E had GREAT monster creation rules. But it takes 30 minutes to get a flavorful and balanced monster created from the ground up. Again, can't have that.
It's true, but they have icon pictures that they are associated with... it's kind of hard to explain. Anyway, the bestiary is coming out soon, and THAT has monster pics in it.3) I've read a review of the core book. It says there is no art for the monsters. True? If so, bummer.
13th True ways basically is adding Monk,Druid, Necro, Commander (warlord), and a couple of other classes. It's generally just going to expand the game like the Advanced PHB did for Pathfinder.4) What is 13 True Ways about? Why is this supplement eagerly awaited? How many books do I need to buy to run a campaign in this setting? How many am I likely to want to buy once I buy the core rulebook?
Here is the classic MM spell.5) Spells: what do they look like? 4E did away with spells (in my humble opinion). Are they back to 3.5-ish? I'm not sure I understand the above posts about spells. Do you have examples of known spells and how they work, so I may understand a bit better?
Magic Missile
Ranged spell
At-Will
Target: One nearby or far away enemy.
Attack: Automatic hit
Effect: 2d4 force damage.
3rd level spell: 2d8 damage.
5th level spell: 4d6 damage.
7th level spell: 6d6 damage.
9th level spell: 10d6 damage.
Adventurer Feat
You can choose two targets; roll half the damage dice for one missile and half the damage
dice for the other, then assign one set of damage dice to each of the two targets.
Champion Feat
Roll a d20 when you use the spell; if you roll a natural 20, the magic missile crits and deals
double damage. (Rolling a 1 is not a fumble; this roll checks only to see if you can crit.)
Epic Feat
The 7th and 9th level versions of the spell now use d8s as damage dice.
6) Classes: fun options for all? DCC spoiled us with really nice options for all classes, be that the fun warrior Mighty Deeds of Arms, the luck use by thieves, the incrementally powerful spellcasting results for clerics and wizards, spellburn, disapproval, ... Each class really gets a specific mechanic that is fun to use and opens up some interesting in-game moments. If I compare to D&D 3.5: a lot of stuff in 3.5 was passive bonuses or other elements that didn't open up in-game opportunities for players. Your fighter is a fighter because he gets greater bonuses to hit (passive stat), he's allowed to wear better armor that, in turn, provides a better AC value (passive stat), he has more HPs (passive stat) and he can wield a weapon that deals more damage (passive stat). That's why he's a fighter. What of 13 A?
yes, most every class has their own niche and mechanic that separates them from others. It's one of the great thing about 13th age. You can take a look at the SRD here. http://www.pelgranepress.com/?p=13316