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Do you like the simplicity of 5E monsters?
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<blockquote data-quote="Nebulous" data-source="post: 6365908" data-attributes="member: 31465"><p>For the record, i do not like 13th Age because the class and powers system smells too much like 4th edition. That said, the designers took their monster manual cue from 4e as well, and 4e DID make some interesting monsters, one of the strengths of the system. Just as a quick example, an ogre in 13th Age</p><p></p><p> <span style="font-family: 'WarnockPro'">Big shove +9 vs. PD (each enemy engaged with ogre)—</span><span style="font-family: 'WarnockPro'">1d6damage, and the target pops free from the ogre</span></p><p><span style="font-family: 'WarnockPro'"></span><span style="font-family: 'WarnockPro'"><em>Quick use: </em></span><span style="font-family: 'WarnockPro'">This power only requires a quick action (once per </span><span style="font-family: 'WarnockPro'">round) instead of a standard action when the escalation die is even.</span></p><p> <span style="font-family: 'WarnockPro'">Nastier Specials</span></p><p><span style="font-family: 'WarnockPro'"></span><span style="font-family: 'WarnockPro'"><em>Tough skin: </em></span><span style="font-family: 'WarnockPro'">Whenever the ogre takes weapon damage, reduce </span><span style="font-family: 'WarnockPro'">that damage by 1d8 points.</span></p><p><span style="font-family: 'WarnockPro'"></span></p><p>In essence the ogre uses its mass and club to fling away attackers. It totally fits the image of an ogre.</p><p></p><p></p><p>13th AGE Owlbear</p><p> <span style="font-family: 'WarnockPro'">Rip and peck +9 vs. AC—</span><span style="font-family: 'WarnockPro'">15 damage, and until the end of theowlbear’s next turn, the target is hampered </span><span style="font-family: 'WarnockPro'"><em>(makes only basicattacks) </em></span><span style="font-family: 'WarnockPro'">while engaged with the owlbear</span></p><p><span style="font-family: 'WarnockPro'"></span><span style="font-family: 'WarnockPro'"><em>Vicious hybrid: </em></span><span style="font-family: 'WarnockPro'">If the escalation die is even, make another </span><span style="font-family: 'WarnockPro'"><em>rip</em></span></p><p> <span style="font-family: 'WarnockPro'"><em>and peck </em></span><span style="font-family: 'WarnockPro'">attack.</span></p><p> <span style="font-family: 'WarnockPro'"><em>Feed the cubs: </em></span><span style="font-family: 'WarnockPro'">An owlbear that scores a critical hit against ahampered enemy tears a piece of the creature off (GM choosesa limb) and will subsequently attempt to retreat with the prizeto feed its cubs. The torn-up enemy is stunned until the endof its next turn.</span></p><p> <span style="font-family: 'WarnockPro'"><em>Silent hunter: </em></span><span style="font-family: 'WarnockPro'">Owlbears are nearly silent until they strike. Checksto hear them approaching take a –5 penalty. </span></p></blockquote><p></p>
[QUOTE="Nebulous, post: 6365908, member: 31465"] For the record, i do not like 13th Age because the class and powers system smells too much like 4th edition. That said, the designers took their monster manual cue from 4e as well, and 4e DID make some interesting monsters, one of the strengths of the system. Just as a quick example, an ogre in 13th Age [FONT=WarnockPro]Big shove +9 vs. PD (each enemy engaged with ogre)—[/FONT][FONT=WarnockPro]1d6damage, and the target pops free from the ogre [/FONT][FONT=WarnockPro][I]Quick use: [/I][/FONT][FONT=WarnockPro]This power only requires a quick action (once per [/FONT][FONT=WarnockPro]round) instead of a standard action when the escalation die is even.[/FONT] [FONT=WarnockPro]Nastier Specials [/FONT][FONT=WarnockPro][I]Tough skin: [/I][/FONT][FONT=WarnockPro]Whenever the ogre takes weapon damage, reduce [/FONT][FONT=WarnockPro]that damage by 1d8 points. [/FONT] In essence the ogre uses its mass and club to fling away attackers. It totally fits the image of an ogre. 13th AGE Owlbear [FONT=WarnockPro]Rip and peck +9 vs. AC—[/FONT][FONT=WarnockPro]15 damage, and until the end of theowlbear’s next turn, the target is hampered [/FONT][FONT=WarnockPro][I](makes only basicattacks) [/I][/FONT][FONT=WarnockPro]while engaged with the owlbear [/FONT][FONT=WarnockPro][I]Vicious hybrid: [/I][/FONT][FONT=WarnockPro]If the escalation die is even, make another [/FONT][FONT=WarnockPro][I]rip[/I][/FONT] [FONT=WarnockPro][I]and peck [/I][/FONT][FONT=WarnockPro]attack.[/FONT] [FONT=WarnockPro][I]Feed the cubs: [/I][/FONT][FONT=WarnockPro]An owlbear that scores a critical hit against ahampered enemy tears a piece of the creature off (GM choosesa limb) and will subsequently attempt to retreat with the prizeto feed its cubs. The torn-up enemy is stunned until the endof its next turn.[/FONT] [FONT=WarnockPro][I]Silent hunter: [/I][/FONT][FONT=WarnockPro]Owlbears are nearly silent until they strike. Checksto hear them approaching take a –5 penalty. [/FONT] [/QUOTE]
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