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Brainstorming TotM
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<blockquote data-quote="EpicureanDM" data-source="post: 7604648" data-attributes="member: 6996003"><p><em>13th Age</em> will solve all of your problems. It's got the best TotM system for D&D-based games and it's available for free through <em>13th Age's</em> SRD: <a href="https://www.13thagesrd.com/combat-rules/" target="_blank">https://www.13thagesrd.com/combat-rules/</a></p><p></p><p>If you're not familiar with <em>13th Age</em>, it's sort of like "D&D 4.5e". Since it's based in D&D 4e, it's also interested in transforming grid-style combat into something that's looser, faster, and fun to run. It provides a small, manageable, powerful set of rules and ideas to keep everyone on the same page and minimize confusion. But it still feels like D&D. Look in the Combat Rules section of the SRD and you'll see the basics of the system. The other piece can be found in the spells and abilities of each class. Each spell or class ability defines how many targets it can affect. For example, <em>Fireball</em> (see, told you it's based on D&D) hits "1d3 nearby enemies in a group". So if you group's narration says that there's a group of enemies that are Nearby the wizard, the spell will hit 1-3 of them. You can see the trade-off between the precision of the grid ("I can hit exactly two enemies in these two squares without hitting my allies.") and the looseness of TotM ("We aren't exactly sure where everyone's standing, so you might not hit all of them.").</p><p></p><p>The Roshambo guide reads to me like it could be a nearly-direct rip-off of the <em>13th Age</em> TotM system. The author doesn't seem concerned with acknowledging the tremendous influence of <em>13th Age</em> in their guide and that doesn't seem right to me. I'd avoid it and just use <em>13th Age</em>'s system.</p></blockquote><p></p>
[QUOTE="EpicureanDM, post: 7604648, member: 6996003"] [I]13th Age[/I] will solve all of your problems. It's got the best TotM system for D&D-based games and it's available for free through [I]13th Age's[/I] SRD: [url]https://www.13thagesrd.com/combat-rules/[/url] If you're not familiar with [I]13th Age[/I], it's sort of like "D&D 4.5e". Since it's based in D&D 4e, it's also interested in transforming grid-style combat into something that's looser, faster, and fun to run. It provides a small, manageable, powerful set of rules and ideas to keep everyone on the same page and minimize confusion. But it still feels like D&D. Look in the Combat Rules section of the SRD and you'll see the basics of the system. The other piece can be found in the spells and abilities of each class. Each spell or class ability defines how many targets it can affect. For example, [I]Fireball[/I] (see, told you it's based on D&D) hits "1d3 nearby enemies in a group". So if you group's narration says that there's a group of enemies that are Nearby the wizard, the spell will hit 1-3 of them. You can see the trade-off between the precision of the grid ("I can hit exactly two enemies in these two squares without hitting my allies.") and the looseness of TotM ("We aren't exactly sure where everyone's standing, so you might not hit all of them."). The Roshambo guide reads to me like it could be a nearly-direct rip-off of the [I]13th Age[/I] TotM system. The author doesn't seem concerned with acknowledging the tremendous influence of [I]13th Age[/I] in their guide and that doesn't seem right to me. I'd avoid it and just use [I]13th Age[/I]'s system. [/QUOTE]
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