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<blockquote data-quote="JeffB" data-source="post: 6285162" data-attributes="member: 518"><p>I have converted over my FR kids game to 13th age, and we have run one session so far. Keep in mind, I am not using Icons and relationships for this as it was mid campaign and I thought it would mess with some things established with the characters</p><p></p><p>Backgrounds were chosen based on character backstory...former thayan slave, town militia, street thief, temple guardian etc. </p><p></p><p>The combat was 3 3rd level characters and a npc capt. Of the guard (in cahoots with the enemy) up against two ogres and two orcs. The captain ran away (pretending to be a coward).</p><p></p><p>Despite the escalation die, the combat was twice as long as I expected, simply because the pcs rolled so poorly the entire combat. They were constantly rolling 1s, 3s, etc. It was pitiful. As the orcs and ogres split up, and the ogres kept smacking the PCs back (pop free), the party fighter was running around trying to aid whomever was in the worst situation that round. The party triumphed, but they used up powers and whatnot that fizzled because of the poor rolls, or never came to fruition, like the fighters cumulative crit threat. </p><p></p><p>I found the Ogres fun to run...smacking around PCs, causing them issues tactically but suited my TotM style of play. I love the abstraction of distances.....its a good tool for my needs, so that I do not get lazy and start ignoring distances and positioning, but works so smoothly to support the combat narrative.</p><p></p><p>I am looking fwd to the second session, just to see how combat goes withsome average or good rolling on the PCs part.</p></blockquote><p></p>
[QUOTE="JeffB, post: 6285162, member: 518"] I have converted over my FR kids game to 13th age, and we have run one session so far. Keep in mind, I am not using Icons and relationships for this as it was mid campaign and I thought it would mess with some things established with the characters Backgrounds were chosen based on character backstory...former thayan slave, town militia, street thief, temple guardian etc. The combat was 3 3rd level characters and a npc capt. Of the guard (in cahoots with the enemy) up against two ogres and two orcs. The captain ran away (pretending to be a coward). Despite the escalation die, the combat was twice as long as I expected, simply because the pcs rolled so poorly the entire combat. They were constantly rolling 1s, 3s, etc. It was pitiful. As the orcs and ogres split up, and the ogres kept smacking the PCs back (pop free), the party fighter was running around trying to aid whomever was in the worst situation that round. The party triumphed, but they used up powers and whatnot that fizzled because of the poor rolls, or never came to fruition, like the fighters cumulative crit threat. I found the Ogres fun to run...smacking around PCs, causing them issues tactically but suited my TotM style of play. I love the abstraction of distances.....its a good tool for my needs, so that I do not get lazy and start ignoring distances and positioning, but works so smoothly to support the combat narrative. I am looking fwd to the second session, just to see how combat goes withsome average or good rolling on the PCs part. [/QUOTE]
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