I love 13th Age except for one thing: The designers make Gygax look capable of hitting deadlines by comparison.
Everything takes forever with 13th Age.
While it's normal to blame capitalism, and to disingenuously refer to it as "late stage", but the real issue is fake capitalism - capitalism is the free exchange of goods and services with consequences and competition.
"Late stage capitalism" is wrong; "not capitalism" is correct, or even the...
And thieves had the worst saving throws, even allowing for their faster level gain, including for dodging out of the way of an attack.
Illogical (ie, Gygaxian) design.
No particular order:
1. Pocket editions. Love 'em.
2. Archives of Nethys. Free and legal? Outstanding.
3. Pathbuilder.
4. Other free and legal online tools.
5. The designers actually designed a game around balance and teamwork.
6. Monster building and encounter building tools that actually work.
Love your corporate structure work. It's always fascinating to see other models in action.
Shield Maidens looks conceptually brilliant. Cannot wait to see the execution.
Caverns of Thracia by Paul Jaquays. The gold standard of dungeons - history, layout, factions; it's all there.
Faiths & Avatars for the Forgotten Realms. Finally, a stake in the heart of bad design which was generic clerics.
It would have made more sense as an expedition to a layer of the Abyss - such as the Barrens of Oublivae (4E reference).
Hell is not the place for the chaos needed to make this adventure work.
Golarion = Paizo's world.
Glorantha = RuneQuest's world.
***
I'm glad I'm a Paizo fan, rather than a WotC fan. I have a lot of content for the weekend!