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13th Age pros and cons?
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<blockquote data-quote="Dungeoneer" data-source="post: 6256028" data-attributes="member: 91777"><p>I don't think that poster was saying that two hours was typical. I don't have a large enough sample to put a number to avg. combat length, but the fact is that 13A combat is just a lot less complex than 4e, so it's going to be shorter. How much shorter is the hard question. But most players have fewer options, position and movement are greatly simplified and monsters have fewer moving parts. No reason that shouldn't translate to a substantial time savings.</p><p></p><p></p><p></p><p>I can't speak to from-scratch creation, but you can reflavor a monster a monster basically on the fly. Steal a power from another monster, change the energy type and you're done. Monsters tend to have about three powers at most, at least in the core rules. 1-2 is far more common. Pretty simple.</p><p></p><p></p><p></p><p>Instead of portraits of the monsters you get colorful icons representing them. It didn't bother me too much. Honestly, by now I know what a goblin looks like. The book may feel a little light on original art by the standards of Wizards of the Coast, but by the standards of indie games it has an astonishing amount.</p><p></p><p></p><p></p><p>13 True Ways is basically 'Unearthed Arcana' for 13A. It will have a grab bag of things, including a handful of new classes (Monk, Commander and Chaos Shaman). However the core rule book has everything you need to run a full campaign. And since it's the only book out right now (the 'Bestiary' is immanent) that's a good thing!</p><p></p><p>I personally feel an urgent need to buy more books, but in a 'shut up and take my money' sort of way, not in a 'this game is incomplete' sort of way.</p><p></p><p></p><p></p><p>Spells are definitely more free-form than they were in 13A. Also, out of combat spells may be cast as 'rituals', which allows them to be much more expansive and basically limited only by the player's imagination and the DM's comfort level. That said, hoping for more spells for all spellcasting classes in a future book.</p><p></p><p></p><p></p><p>Yeah, they did a great job with this IMHO. The classes all have interesting mechanics that make them feel special (without creating elaborate new systems to confound the DM). For instance, the Fighter can roll first and decide what power he's using afterward. The Rogue has 'momentum' which allows her to pull off cool stunts and backstabs. The Sorcerer can spend a turn charging up his spells. And so on.</p><p></p><p>The only caveat is that a couple of the classes are intentionally built to be simple. This is great for n00bs but an experienced player may find the Barbarian and the Paladin to be disappointingly basic. </p><p></p><p>I want to add one more thing - even if you don't use this game as written, the book is full of great ideas that you can pillage for your favorite system. It's worth picking up as a sourcebook for ideas, even if it's not ultimately what you want to run going forward.</p></blockquote><p></p>
[QUOTE="Dungeoneer, post: 6256028, member: 91777"] I don't think that poster was saying that two hours was typical. I don't have a large enough sample to put a number to avg. combat length, but the fact is that 13A combat is just a lot less complex than 4e, so it's going to be shorter. How much shorter is the hard question. But most players have fewer options, position and movement are greatly simplified and monsters have fewer moving parts. No reason that shouldn't translate to a substantial time savings. I can't speak to from-scratch creation, but you can reflavor a monster a monster basically on the fly. Steal a power from another monster, change the energy type and you're done. Monsters tend to have about three powers at most, at least in the core rules. 1-2 is far more common. Pretty simple. Instead of portraits of the monsters you get colorful icons representing them. It didn't bother me too much. Honestly, by now I know what a goblin looks like. The book may feel a little light on original art by the standards of Wizards of the Coast, but by the standards of indie games it has an astonishing amount. 13 True Ways is basically 'Unearthed Arcana' for 13A. It will have a grab bag of things, including a handful of new classes (Monk, Commander and Chaos Shaman). However the core rule book has everything you need to run a full campaign. And since it's the only book out right now (the 'Bestiary' is immanent) that's a good thing! I personally feel an urgent need to buy more books, but in a 'shut up and take my money' sort of way, not in a 'this game is incomplete' sort of way. Spells are definitely more free-form than they were in 13A. Also, out of combat spells may be cast as 'rituals', which allows them to be much more expansive and basically limited only by the player's imagination and the DM's comfort level. That said, hoping for more spells for all spellcasting classes in a future book. Yeah, they did a great job with this IMHO. The classes all have interesting mechanics that make them feel special (without creating elaborate new systems to confound the DM). For instance, the Fighter can roll first and decide what power he's using afterward. The Rogue has 'momentum' which allows her to pull off cool stunts and backstabs. The Sorcerer can spend a turn charging up his spells. And so on. The only caveat is that a couple of the classes are intentionally built to be simple. This is great for n00bs but an experienced player may find the Barbarian and the Paladin to be disappointingly basic. I want to add one more thing - even if you don't use this game as written, the book is full of great ideas that you can pillage for your favorite system. It's worth picking up as a sourcebook for ideas, even if it's not ultimately what you want to run going forward. [/QUOTE]
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