That's the other way to go about it, for sure.
4e's elaborate, tactical, set-piece combats and intra-party combos are possible precisely because the class designs were so consistent and used Roles. I never bought the 'samey' characterization of that, each class seemed plenty unique both in flavor and how they played, but 13A went the other way and has classes that are mechanically- & resource- differentiated and used the full-heal up as a sledgehammer to balance them. That sacrificed some of the things you want back, and you prettymuch can't have them without gutting 13A classes and re-imposing built-in (rather than DM-enforced) class balance, and, particularly, Roles.... Fighters could keep up with wizards, save-or-die was gone, healing surges gave everyone a modicum of self-healing, ...
... Combat length made it hard to feel like progress was being made, classes within a given role felt too same-y....
...I miss tactical fights - marking, flanking, cover, fights where positioning, terrain, and strategy matter.
...I miss PCs being able to set up combos - part of tactical fights, but meaning those situations where multiple party members contribute to one amazing outcome....
Some of these wouldn't be easy to reintroduce. True combo-creation would require a complete overhaul of the classes, for example.
The Escalation Die, yes, so easy to simply add to any d20 game to make combats less front-loaded and wrap up a little quicker. It'd've been a nice addition to 4e, especially if added /instead/ of feat taxes.The advancing die that makes things work better later in the fight I thought was interesting
The Escalation Die, yes, so easy to simply add to any d20 game to make combats less front-loaded and wrap up a little quicker. It'd've been a nice addition to 4e, especially if added /instead/ of feat taxes.![]()
4e's elaborate, tactical, set-piece combats and intra-party combos are possible precisely because the class designs were so consistent and used Roles. I never bought the 'samey' characterization of that, each class seemed plenty unique both in flavor and how they played, but 13A went the other way and has classes that are mechanically- & resource- differentiated and used the full-heal up as a sledgehammer to balance them. That sacrificed some of the things you want back, and you prettymuch can't have them without gutting 13A classes and re-imposing built-in (rather than DM-enforced) class balance, and, particularly, Roles.
OTOH, lots of other stuff you can just port straight. The 4e handling of movement/positioning and forced movement and OAs, for instance, should just pop into place.
There was a genuine issue hidden behind that criticism - abhorrence of class balance in any form. That it had to be obfuscated speaks to the pathology of the edition war. Which is over, so it doesn't matter.Honestly, I was always pretty happy with the differentiation between classes, but I feel the criticism has merit.
I see no major obstacles to just adopting the 4e grid & movement rules - 13A conveniently gives movement/range/area in feat as well as it's default/abstract TotM terminology. Just divide by 5, anything 'close' not obviously an omni-directional burst becomes a blast.It's mainly the movement/positioning part of tactics that I'm gunning for, so I'm hoping you're right.
Oh, not the in OP...., I'd missed that, initially...Any thoughts on my initial suggestions above?
Here's the ideas I've been tossing around so far.
Tactical Combats
In most fights, use 13th Age rules as written. During big or set-piece battles, do the following:
- Give everyone Speed 6.
- Add in Flanking/Combat Advantage.
I'd just take the 4e movement/OA rules whole-cloth. Disengage checks are a convenient-for-TotM abstraction.[*]Moving around someone (from a threatened square to another threatened square) required a disengage check just as moving away does, or else provokes an OA.
I really thought 13A gave us numbers to work with?[*]Give basic cover rules (basically as 4e or 5e, minor defensive bonus, can block line of sight).
[*](EDITED) Nearby becomes 6 squares. Far away becomes 12 squares. Close Nearby becomes a Blast (originates from you).
I don't know about die type. But 4e really doesn't have a huge variety of AE sizes. Almost all are either 3x3 (blast 3/burst 1) or 5x5 (blast 5/burst 2). There's the occassional burst 3, but everything bigger is usually an ally-only buff, an environmental effect, or a single-target-in-the-AE if it's actually an attack.[*]Multi-target spells become "X by X area" where X is the die type. Targets include allies if they're in the area.
Strikes me as trying too hard. If power has a reckless option, it affects creatures, otherwise enemies, for instance, would seem a fine rule of thumb.So Denial's 1d4 nearby enemies in a group becomes a 4x4 area within range 6.
[*]Color Spray's 1d4 nearby enemies in a group becomes a Blast 4, since it's a Close spell.
[*]Fireball's reckless cast (2d3 enemies but also allies) becomes a 6x6 area, plus any allies engaged with targets (so no hitting with just the edge of the fireball).
[*]Other weird spells on a case by case basis.
Well, shift X.[*]Remove "Pop Free".
[*]Replace with "Slide X"
There was a genuine issue hidden behind that criticism - abhorrence of class balance in any form. That it had to be obfuscated speaks to the pathology of the edition war. Which is over, so it doesn't matter.
I see no major obstacles to just adopting the 4e grid & movement rules - 13A conveniently gives movement/range/area in feat as well as it's default/abstract TotM terminology. Just divide by 5, anything 'close' not obviously an omni-directional burst becomes a blast.
...
I really thought 13A gave us numbers to work with?
I'd just take the 4e movement/OA rules whole-cloth. Disengage checks are a convenient-for-TotM abstraction.
I don't know about die type. But 4e really doesn't have a huge variety of AE sizes. Almost all are either 3x3 (blast 3/burst 1) or 5x5 (blast 5/burst 2). There's the occassional burst 3, but everything bigger is usually an ally-only buff, an environmental effect, or a single-target-in-the-AE if it's actually an attack.
Strikes me as trying too hard. If power has a reckless option, it affects creatures, otherwise enemies, for instance, would seem a fine rule of thumb.
Well, shift X.
Abhorrence, mild distaste, 'OK to a point,' whatever. ;PNot entirely just that. My wife, for example, will list 4e as her favourite official D&D version, but also felt that they took balance a bit too far...
Shift is voluntary. So Slide can be used to free an ally from a grab or on an immobilized ally, for instance, and the ally can't decline it. For example, the Skirmishing Warlord has a feature that lets an ally shift as a free action, while the Bard has a feature that slides an ally... (Because, y'know, they're not the same... )Eh, same thing. Forced movement without OAs in any direction. Shift just tends to be when it's targeted at yourself, while slide is at others, right?
Well the bard is magic...Abhorrence, mild distaste, 'OK to a point,' whatever. ;P
Shift is voluntary. So Slide can be used to free an ally from a grab or on an immobilized ally, for instance, and the ally can't decline it. For example, the Skirmishing Warlord has a feature that lets an ally shift as a free action, while the Bard has a feature that slides an ally... (Because, y'know, they're not the same... )