bsss
Adventurer
Resurrecting at least one reply of mine from the thread that was closed for AI slop in the OP, because I'm happy to talk about 13th Age. Hopefully this is fine to keep the (human) conversation going.
In short and in summary (for now), I love 13th Age in many ways. The collaborative narrative element and mechanics (One Unique Thing, icons), the tactical combat (lots of class build paths) without much "ticky-tacky" rules (abstract distance and movement), the monster design (simple monster blocks with variable cool effects + lots of flavor), and probably more to come up in the thread. It's my favorite fantasy game. @Whizbang Dustyboots asked for some comparisons to other games, and while I don't know they saw the original thread, let's try to capture a bit of that "where does 13th Age live in comparison to other games?" conversation alive.
Resting/The Adventuring Loop - 13th Age
13th Age has the concept of arcs (simply called "days" in 1E, but you'll see why they changed the name in a moment) that are the point in time between extended rests (in the D&D 4e sense). The "full heal-up" in 13th Age is as in 4e as well, you get back all of your hp, your "daily" powers, all your recoveries, and other such limited things, but the interesting part is where the reasoning comes into play in moving away from "daily" or "extended rest" language. In 2E they switched to arcs because they had no intent to tie the idea to a day --- the time between full heal-ups could be multiple days or mere hours, so it was confusing to call all the features that didn't refresh when you slept "daily" powers.
What I think is a striking break from tradition is why to do any of this at all and upend a normal D&D approach, which they explain in the 2E book simply --- their take on heroic fantasy is that "fighting as heroes" pushes the action forward and can even incentivize plowing ahead rather than taking a narrative loss*, and that they're not interested in simulating as a game rule when and how characters sleep for the night. (Though you could, of course, choose to pay attention to that as a precursor to an encounter, it just doesn't interact with recovery.)
*: a narrative loss (formerly a "campaign loss") is the idea that if the party takes their foot off the gas and chooses to get a full heal-up without pushing themselves to the normal ~4 battles per arc, that they get the full heal-up, but their goals are stymied as they have lost the heroic momentum, basically. Another neat concept and maybe worth another exploration of its own later on.
Anyway, I was wondering if, while we're comparing things, anything interesting was going on here in SotDL/WW. I think the core D&D treatment is fine, if a bit frustrating to deal with, so I'm keen to hear if there's yet another take out there.
In short and in summary (for now), I love 13th Age in many ways. The collaborative narrative element and mechanics (One Unique Thing, icons), the tactical combat (lots of class build paths) without much "ticky-tacky" rules (abstract distance and movement), the monster design (simple monster blocks with variable cool effects + lots of flavor), and probably more to come up in the thread. It's my favorite fantasy game. @Whizbang Dustyboots asked for some comparisons to other games, and while I don't know they saw the original thread, let's try to capture a bit of that "where does 13th Age live in comparison to other games?" conversation alive.
Resting/The Adventuring Loop - 13th Age
13th Age has the concept of arcs (simply called "days" in 1E, but you'll see why they changed the name in a moment) that are the point in time between extended rests (in the D&D 4e sense). The "full heal-up" in 13th Age is as in 4e as well, you get back all of your hp, your "daily" powers, all your recoveries, and other such limited things, but the interesting part is where the reasoning comes into play in moving away from "daily" or "extended rest" language. In 2E they switched to arcs because they had no intent to tie the idea to a day --- the time between full heal-ups could be multiple days or mere hours, so it was confusing to call all the features that didn't refresh when you slept "daily" powers.
What I think is a striking break from tradition is why to do any of this at all and upend a normal D&D approach, which they explain in the 2E book simply --- their take on heroic fantasy is that "fighting as heroes" pushes the action forward and can even incentivize plowing ahead rather than taking a narrative loss*, and that they're not interested in simulating as a game rule when and how characters sleep for the night. (Though you could, of course, choose to pay attention to that as a precursor to an encounter, it just doesn't interact with recovery.)
*: a narrative loss (formerly a "campaign loss") is the idea that if the party takes their foot off the gas and chooses to get a full heal-up without pushing themselves to the normal ~4 battles per arc, that they get the full heal-up, but their goals are stymied as they have lost the heroic momentum, basically. Another neat concept and maybe worth another exploration of its own later on.
Anyway, I was wondering if, while we're comparing things, anything interesting was going on here in SotDL/WW. I think the core D&D treatment is fine, if a bit frustrating to deal with, so I'm keen to hear if there's yet another take out there.







