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13th Age pros and cons?
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<blockquote data-quote="Eugee" data-source="post: 6255742" data-attributes="member: 61170"><p>I was running a 4EE game for awhile when I found 13th Age and picked it up. I was drooling over the book and thinking about introducing it to my table when I accidentally TPK'd them. (It really was an accident, but they didn't even try to run when they were losing.) Anyway, I took the opportunity to finish the session out by having them roll up characters. That's the first of my pros: One Unique Things.</p><p></p><p>I ended up with a half-elf bard who is the disappointing son of the High Druid, a dwarven ranger who is actually the FIRST dwarven ranger in over an Age, a human barbarian, former king of his clan, captured and enslaved to fight as a gladiator, and now free, and lastly, a human sorcerer, living with a DEMON trapped inside him, put there by his father, a cult leader who tried to imprison a demon in his son but died in the process.</p><p></p><p>I've never had such fleshed out level 1, never been played characters.</p><p></p><p>Backgrounds are so much better than skills--people focus on WHO their character is, instead of gaming their points. I was just making a Star Wars EotE character, and I must have spent 20 minutes agonizing over where to put my last skill point. My paladin in 13A has +1 Entitled Noble, +2 Courtly Knight, and +5 Dawnwarden Legionnaire (undead hunting knights). My skills are whatever fits into those descriptions.</p><p></p><p>I love the range bands in 13A, instead of counting squares, especially since typically the squares aren't needed. Usually you are either close enough to move and attack, or you need to use two moves to get close enough. Beyond that it's probably not an encounter anyway.</p><p></p><p>The escalation die is fantastic too--really adds tempo to the combat--it even stops my players from "going nova" all the time. They tend to wait until the die climbs a bit before breaking out the big guns.</p><p></p><p>Icon relationships are cool, and at the very least, tell you where the players would like the story to go.</p><p></p><p>Combat is smooth and simple, and a lot of complexity fits into a single d20 roll. Monster construction is transparent.</p><p></p><p>Hell, ALL the rules are very transparent, with in-depth notes from the developers about why certain decisions were made. It made changing those rules more comfortable, with a reasonable expectation of what you're tinkering with.</p><p></p><p>Basically the whole game is a pro for me. I'm trying to think of a con right now...</p><p></p><p>...</p><p></p><p>Um... new material is slow to arrive on shelves?</p><p></p><p>I guess that's the biggest problem.</p><p></p><p>I really liked 4EE (4E Essentials) and I think if 4E had started there it would have done better. I was really disillusioned with D&D Next, as I just had no interest in it, I felt like they were going back to mechanics that are old and out-dated (like spells using Saving Throws again instead of attack rolls), and I just didn't feel excited. Then I found 13A and started reading--and fell in love. It's 4E if you just made it awesome.</p></blockquote><p></p>
[QUOTE="Eugee, post: 6255742, member: 61170"] I was running a 4EE game for awhile when I found 13th Age and picked it up. I was drooling over the book and thinking about introducing it to my table when I accidentally TPK'd them. (It really was an accident, but they didn't even try to run when they were losing.) Anyway, I took the opportunity to finish the session out by having them roll up characters. That's the first of my pros: One Unique Things. I ended up with a half-elf bard who is the disappointing son of the High Druid, a dwarven ranger who is actually the FIRST dwarven ranger in over an Age, a human barbarian, former king of his clan, captured and enslaved to fight as a gladiator, and now free, and lastly, a human sorcerer, living with a DEMON trapped inside him, put there by his father, a cult leader who tried to imprison a demon in his son but died in the process. I've never had such fleshed out level 1, never been played characters. Backgrounds are so much better than skills--people focus on WHO their character is, instead of gaming their points. I was just making a Star Wars EotE character, and I must have spent 20 minutes agonizing over where to put my last skill point. My paladin in 13A has +1 Entitled Noble, +2 Courtly Knight, and +5 Dawnwarden Legionnaire (undead hunting knights). My skills are whatever fits into those descriptions. I love the range bands in 13A, instead of counting squares, especially since typically the squares aren't needed. Usually you are either close enough to move and attack, or you need to use two moves to get close enough. Beyond that it's probably not an encounter anyway. The escalation die is fantastic too--really adds tempo to the combat--it even stops my players from "going nova" all the time. They tend to wait until the die climbs a bit before breaking out the big guns. Icon relationships are cool, and at the very least, tell you where the players would like the story to go. Combat is smooth and simple, and a lot of complexity fits into a single d20 roll. Monster construction is transparent. Hell, ALL the rules are very transparent, with in-depth notes from the developers about why certain decisions were made. It made changing those rules more comfortable, with a reasonable expectation of what you're tinkering with. Basically the whole game is a pro for me. I'm trying to think of a con right now... ... Um... new material is slow to arrive on shelves? I guess that's the biggest problem. I really liked 4EE (4E Essentials) and I think if 4E had started there it would have done better. I was really disillusioned with D&D Next, as I just had no interest in it, I felt like they were going back to mechanics that are old and out-dated (like spells using Saving Throws again instead of attack rolls), and I just didn't feel excited. Then I found 13A and started reading--and fell in love. It's 4E if you just made it awesome. [/QUOTE]
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