Dungeoneer
First Post
Well, I just finished running a short, two-session game of 13th Age for my group. They liked it, but felt the combat was just too lightweight compared to 4e. "The roleplaying is better in 13A, but the combat is better in 4e." *sobs*
Well, it looks like we'll be going back to 4e but we have all agreed that we should steal copiously from 13A. For my tastes, the more we steal the better.
So I guess the question is, what can be stolen from 13A and hacked into 4e with minimal damage to the overall system? Here's a few thoughts so far:
What else should we appropriate/pillage/respectfully borrow from 13A for our 4e game?
Well, it looks like we'll be going back to 4e but we have all agreed that we should steal copiously from 13A. For my tastes, the more we steal the better.

- Backgrounds As Skills - Replacing skill checks with backgrounds was a big hit with this group. They like that it encourages roleplay instead of a boring DC check.
- Escalation Die - I definitely felt as though the Escalation Die kept the game from dragging, even on tough combats. My understanding is that if you bump up defenses in 4e by two points a piece the ED should work fine. Has anyone tried this?
- One Unique Thing - This has no real mechanical bearing on the system, but OUTs seem like a great way to flesh out characters and give them interesting hooks that the DM can actually do things with.
- Incremental Advance - I can't think of any reason this wouldn't work in 4e with the exact same rules: pick one thing from the next level and add it to your character, excepting attack and defense bonuses.
What else should we appropriate/pillage/respectfully borrow from 13A for our 4e game?