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General Tabletop Discussion
D&D Older Editions
4e/13thA immersion question and 5e/13thA DoaM question
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<blockquote data-quote="mlund" data-source="post: 6266614" data-attributes="member: 50304"><p>Frankly, I think 13th Age handles keeping the number of actions available at any given point to a minimum compared to many other editions. Yes, there are more and less complex characters. Some characters wind up with maybe 10 or so spells or equivalent class abilities by the end of their career. The casters are complex. I think the Cleric probably suffers from having the most combat-relevant activated abilities between spells, invocations, and domains - while the Wizard gives you the most dials to play with if you want to monkey with Vance's Polysyllabic Invocations and Cantrip Mastery.</p><p></p><p>Sorcerers and Rogues have a fair pile of actions to pick from to make people stop living, but you can generally figure out which ones are and aren't applicable round-to-round if you aren't texting on your cellphone between rounds. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>The Fighter and Bard have Flexible Attacks, so you don't have analysis paralysis on using those abilities. You look at the die and figure out which one or two options (if any) apply.</p><p></p><p>The Barbarian, Ranger, and Paladin have so few options on their character sheet applicable round-to-round it isn't even funny. Most of the odd-ball effects are one-per-battle or once-per-turn rage-out type abilities anyway.</p><p></p><p></p><p></p><p>13th Age specifically says that a natural 1 doesn't deal damage on a miss. That kind of eliminates most of the extreme arguments. It's also more broadly applied. Along with the escalation die it makes it very clear that the longer you stay in combat with this level of combatant the closer you are coming to an ugly end. Most importantly, 13th Age makes it clear this is not a simulator of any sort, and because it doesn't carry the D&D Brand nobody seems emotionally invested in trying to force the issue.</p><p></p><p>- Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 6266614, member: 50304"] Frankly, I think 13th Age handles keeping the number of actions available at any given point to a minimum compared to many other editions. Yes, there are more and less complex characters. Some characters wind up with maybe 10 or so spells or equivalent class abilities by the end of their career. The casters are complex. I think the Cleric probably suffers from having the most combat-relevant activated abilities between spells, invocations, and domains - while the Wizard gives you the most dials to play with if you want to monkey with Vance's Polysyllabic Invocations and Cantrip Mastery. Sorcerers and Rogues have a fair pile of actions to pick from to make people stop living, but you can generally figure out which ones are and aren't applicable round-to-round if you aren't texting on your cellphone between rounds. ;) The Fighter and Bard have Flexible Attacks, so you don't have analysis paralysis on using those abilities. You look at the die and figure out which one or two options (if any) apply. The Barbarian, Ranger, and Paladin have so few options on their character sheet applicable round-to-round it isn't even funny. Most of the odd-ball effects are one-per-battle or once-per-turn rage-out type abilities anyway. 13th Age specifically says that a natural 1 doesn't deal damage on a miss. That kind of eliminates most of the extreme arguments. It's also more broadly applied. Along with the escalation die it makes it very clear that the longer you stay in combat with this level of combatant the closer you are coming to an ugly end. Most importantly, 13th Age makes it clear this is not a simulator of any sort, and because it doesn't carry the D&D Brand nobody seems emotionally invested in trying to force the issue. - Marty Lund [/QUOTE]
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