Ahem. If I may, I just finished reading the core rule book two days ago and immediately wrote up an exhaustive and enthusiastic review of it. With Mr. Alcatraz's permission, I'll repost it here in hopes of swaying him.
Here we go:
13th Age is the classic swords-and-sorcery tabletop game, modernized. It’s a system built for fast, fun combat that also encourages role-playing and improvisation. It tries to balance the races and classes available to players while also making every choice feel distinct. And it trades in-depth simulation of its fantasy world for simple-yet-clever game mechanics.
This shouldn’t surprise you once you know that this game is the brain-child of Jonathan Tweet and Rob Heinsoo, lead designers of Dungeons and Dragons 3rd and 4th edition, respectively. 13th Age is very much a descendant of those games, but it is able to jettison a lot of their baggage. It’s simpler and faster than 4th Edition and more tactical and balanced than 3rd. And it also adds mechanics specifically to encourage role-play, something no edition of D&D has ever done.
This game is not for everybody. If you prefer an exhaustive fantasy simulation that has tables that list the overland travel speed of a one-donkey cart or an entire sub-system of grapple rules this is not your game. But if you want a game where a mission from the Archmage finds you fighting storm giants on top of a migratory terrasque, well, you’re gonna like this.
The major new mechanic of 13th Age is
the Icon system. The important thing about icons is that every piece of the game relates to them - the setting, the story, the rules… and the players. Each player will pick three Icon Relationships at the start of the game, and they will roll to see which relationships will factor into a given game session. The Icons themselves are fantasy archetypes: the Archmage, the Dragon Emperor, the Great Gold Wyrm and the Prince of Shadows, among others. Most of them will fit just about any fantasy world, although 13th Age comes with its own sandbox setting for them to play in.
Combat in 13th Age does away with counting squares or hexes and tracking movement speed. You are either near enough to hit that orc with your axe or you are not. The ‘escalation die’ mechanic makes sure that combat keeps getting more exciting without overstaying its welcome. Abilities for both monsters and players trigger off the natural values of the d20. Many attacks do damage on a miss. Leveling doubles, then triples, then quintuples damage and HP. This really is a ruleset that is simple and elegant yet still looks fun to play.
The book itself is no slouch, either. It is nicely bound with color-coded pages, full-page color illustrations and a nice map. It contains everything you need to run a game: the rules, character creation, monsters, treasures, the setting and a sample adventure. Tables and charts are reproduced at the back of the book for convenience, and the index doubles as a glossary of terms! Nice touch.
The style of the book is conversational, with frequent sidebars explaining the intent behind many of the rules. Wonder why a half-elf would want to lower their d20 roll by 1? No need, a sidebar explains the significance (many powers trigger on natural even rolls). Often the designers will offer their personal preferences, especially when it comes to optional rules (such as rolled stats vs. point buy). No trap feats or powers here! Well, there is one, but it’s called out hilariously in, yes, a sidebar. This book is not trying to give the edge to the rules lawyers or trick unwary players. I appreciate that.
My one beef is that the authors actually needed to spend more time on Icons. There are no concrete examples given of how Icon relationships should work in actual play. For a new mechanic that is so central, this seems like an oversight. Granted, by reading the sample adventure and listening to some podcasts I was able to figure it out, but others will not be so patient.
Chapter 1 introduces the concept of Icons as well as the thirteen Icons themselves. Each one is given a motivation, allies and enemies. The chapter ends with a grid showing the alignments of all thirteen.
Chapter 2 outlines the basics of character creation, including two more mechanics new to 13th Age: backgrounds and One Unique Thing. Backgrounds replace skills in this game, basically taking the skill system and making it a little more open-ended and RP-driven. A character’s OUT is just what it sounds like, a feature that sets them apart from anyone else in the world. A player could make it a fun little quirk or it could be something that has a profound impact on the setting. The player is discouraged from choosing an OUT that has mechanical effects on combat.
Chapter 3 is the Race chapter. All the traditional races are present, as are several of the ‘second tier’ races such as Tieflings and Warforged that players have come to expect (these latter are optional). Races provide an ability and a choice of two stat bonuses.
Chapter 4 is one of my favorite chapters, the Class chapter. Most of the traditional classes are here (Monk and Druid will appear in a later book) and brilliantly executed. Every class feels distinct and interesting without negating the unique feel of sorcerers and wizards. Sorcerers get a cool ‘gather power’ ability that lets them store up energy for really big hits, and Wizards get an eclectic mix of spells that will help them shine both in and out of combat. But I was also very impressed by the implementation of some of the other classes, including the oft-maligned Bard.
Chapter 5 are the combat rules. They will be familiar to D20 veterans, but there are enough important differences that they shouldn’t be skimmed. I really liked the full heal-up mechanic that encourages players to fight more battles in a day instead of fewer, although it may be too ‘game-y’ for some tastes.
Chapter 6 is for DMs running the game. Of special note here is the concept of ‘incremental advance’, where players gain ‘partial levels’. This is a simple but cool idea which could easily be applied to other D20 games.
Chapter 7 lists several dozen monsters. Monsters have self-contained stat blocks (no spell lists) which makes them very easy to use, modify and level up (or down). Despite their simplicity, most monsters have creative abilities that should give them a very nice flavor. Many monsters also have optional ‘nasty’ abilities that DMs can tack on to challenge experienced parties.
Chapter 8 describes The Dragon Empire. The setting is something of a grab-bag, which I think is by design. There’s some really good ideas in there, but I’m not sure it all comes together. Still, there’s lots of stuff to pillage for your home game, which was probably the intent.
Chapter 9 is devoted to magic items. This introduces two more unique 13th Age mechanics: quirks and chakras. Mechanically, quirks and chakras attempt to avoid the Christmas Tree Effect where high level players are decked with magic items. But it does so with a credible role-playing explanation. You see, magic items have personalities and characters have relationships to them. Having too many magic items can actually overwhelm the character’s own personality and place them in thrall to their items. Many players and DMs will note with glee the presence of a handful of Cursed Items.
Chapter 10 is a short sample adventure. Sample adventures are hard to do well in any game, and 13th Age is especially challenging because the adventure must account for the players’ icon relationships. Still, Heinsoo and Tweet do a fairly good job of coming up with a compelling story, albeit a short one.
The remainder of the book contains the index/glossary, the map, the character sheet and reproduction of most of the important tables and charts. Yes this book is pricey, but you are really getting plenty of value for your money here.
Overall I am impressed with the book and excited for the game. When I first heard of 13th Age it sounded like exactly the D20 system I had been looking for. And now that I’ve read it, it’s actually better than I expected. I really cannot wait to run a game!