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Big fan of how the ancestries are built. Like, it is one of my favorite things so far. It is close to the platonic way to build them, imo.
Yeah I like pretty much everything about them except for the extraordinary heights and weights of some (at both ends of the scale, but particularly large/heavy) which seem like they create... unnecessary challenges.
 

Really like the montages!

Really not loving the art, but that's subjective (plus, I've seen most of it their other products). There are A LOT of monsters w/o art, and odd places in that book where there is just a third of a page with nothing. (hahahaha, in the other thread I said I liked the art!).

The lack of an intro adventure hurts my soul (you know what I mean). I just don't get this at all.

Now that I've stared at the monster blocks more, I like some of the layout more than I thought. But there is still something missing for me (like the shading in 4e?).

The order of the character book seems off, like all the stuff at the beginning of the character section seems more like rules? A lot of rules seem jumbled close together. I could have used more whitespace or sidebars or something. I (this is a very personal preference) vastly prefer picking class first. I'm not sure it matters.

The softer tan in the character book is much easier to look at online than the bright white of the monster book.

I like the rivals section.
 

The sample negotiators are great, truly. Stealing this totally.

There is so much to love here, and so much that makes me wonder if I'll ever play it at the same time.
 


Looking at the 13th age preview PDF.....they use a lot of words, Draw Steel a lot of symbols and stuff, for abilities (or whatever you want to call all the things a PC can do)......and I'm not sure which I like more? I think Draw Steel, but I also think it is so much easier to look at 13th Age.

Just looked at some 4e stuff....and, ya, if Draw Steel used some shading that would be helpful on these old eyes. I really think if I ever played this, I'd want cards (like we used in 4e). Heck, I feel that way for some of my players in 5e also......
 

Definitely prefer the degrees of success here and in Nimble over hit/miss of D20 games! If I was designing a game, would definitely do something more like this for sure.
 


Can anyone explain why damage types matter? Am I missing something in monsters on my skims/quick reads?
The usual: creatures can have vulnerability or immunity (somewhat poorly named, more like resistance) to various damage types. The Dragon Knight's ancestral trait Wyrmplate gives them immunity equal to their level to a chosen element, for example.
 

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