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13th Age pros and cons?
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<blockquote data-quote="Evenglare" data-source="post: 6256021" data-attributes="member: 63245"><p>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.</p><p></p><p></p><p>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. <a href="https://docs.google.com/file/d/0B5k1Bo0pV5ilVFFvY2VsQ0JiVjg/edit" target="_blank">https://docs.google.com/file/d/0B5k1Bo0pV5ilVFFvY2VsQ0JiVjg/edit</a></p><p></p><p> 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.</p><p></p><p></p><p>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. </p><p></p><p></p><p>Here is the classic MM spell.</p><p>Magic Missile</p><p>Ranged spell</p><p>At-Will</p><p>Target: One nearby or far away enemy.</p><p>Attack: Automatic hit</p><p>Effect: 2d4 force damage.</p><p>3rd level spell: 2d8 damage.</p><p>5th level spell: 4d6 damage.</p><p>7th level spell: 6d6 damage.</p><p>9th level spell: 10d6 damage.</p><p></p><p>Adventurer Feat</p><p>You can choose two targets; roll half the damage dice for one missile and half the damage</p><p>dice for the other, then assign one set of damage dice to each of the two targets.</p><p></p><p>Champion Feat</p><p>Roll a d20 when you use the spell; if you roll a natural 20, the magic missile crits and deals</p><p>double damage. (Rolling a 1 is not a fumble; this roll checks only to see if you can crit.)</p><p></p><p>Epic Feat</p><p>The 7th and 9th level versions of the spell now use d8s as damage dice.</p><p></p><p></p><p></p><p></p><p>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. <a href="http://www.pelgranepress.com/?p=13316" target="_blank">http://www.pelgranepress.com/?p=13316</a></p></blockquote><p></p>
[QUOTE="Evenglare, post: 6256021, member: 63245"] 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. [url]https://docs.google.com/file/d/0B5k1Bo0pV5ilVFFvY2VsQ0JiVjg/edit[/url] 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. 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. Here is the classic MM spell. 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. 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. [url]http://www.pelgranepress.com/?p=13316[/url] [/QUOTE]
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