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Help me 4e-ify my 13th Age game
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<blockquote data-quote="ve4grm" data-source="post: 7132248" data-attributes="member: 63492"><p>A bit of background:</p><p></p><p>When 4e came out, I fell in love. I had started gaming with 3.0 (and then 3.5), but had gotten tired of certain things about the game, and 4e was a breath of fresh air. Fighters could keep up with wizards, save-or-die was gone, healing surges gave everyone a modicum of self-healing, defenses instead of saves actually standardized the entire core mechanic!</p><p></p><p>Unfortunately, after a few years, the weight of 4e began to drag on me as well. Combat length made it hard to feel like progress was being made, classes within a given role felt too same-y. It was time to explore other options.</p><p></p><p>And I found 13th Age. I loved it. Still do. It kept most of what I loved from 4e, and added some of its own excellent twists. I love the Background system, the escalation die, the ways it kept the combat balance I wanted without making classes feel too similar. Pretty much everything.</p><p></p><p>But lately, I've found myself missing a lot about 4e.</p><p></p><p></p><p> </p><p>I miss Paragon Paths - splitting off from your core class a bit to differentiate yourself from others.</p><p></p><p>I miss multiclass feats - the ability to add a bit of flavour and versatility with only minor investment.</p><p></p><p>I miss tactical fights - marking, flanking, cover, fights where positioning, terrain, and strategy matter.</p><p></p><p>I miss forced movement - pushing, pulling, jockeying for position. Part of tactical fights, but not completely.</p><p></p><p>I miss 4e monsters - this one's mostly on me, but I feel 13th Age monsters default to being a bit simpler than 4e ones, and I just need to remember to give my 13th Age monsters additional interesting abilities. Weirdly, I'm torn about whether I miss rolling dice for monster damage, which means I'm probably good without it.</p><p></p><p>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. Example: Fighter marks the baddie, while the Rogue gets into backstab position. The Warlord issues a challenge, allowing the monster to attack him, while simultaneously allowing the Rogue to backstab, and also triggering the Fighter's mark ability.</p><p> </p><p></p><p>Some of these wouldn't be easy to reintroduce. True combo-creation would require a complete overhaul of the classes, for example.</p><p></p><p>Others, I really want to do something for. This thread will be for brainstorming and compiling solutions to them. All help is welcome!</p></blockquote><p></p>
[QUOTE="ve4grm, post: 7132248, member: 63492"] A bit of background: When 4e came out, I fell in love. I had started gaming with 3.0 (and then 3.5), but had gotten tired of certain things about the game, and 4e was a breath of fresh air. Fighters could keep up with wizards, save-or-die was gone, healing surges gave everyone a modicum of self-healing, defenses instead of saves actually standardized the entire core mechanic! Unfortunately, after a few years, the weight of 4e began to drag on me as well. Combat length made it hard to feel like progress was being made, classes within a given role felt too same-y. It was time to explore other options. And I found 13th Age. I loved it. Still do. It kept most of what I loved from 4e, and added some of its own excellent twists. I love the Background system, the escalation die, the ways it kept the combat balance I wanted without making classes feel too similar. Pretty much everything. But lately, I've found myself missing a lot about 4e. I miss Paragon Paths - splitting off from your core class a bit to differentiate yourself from others. I miss multiclass feats - the ability to add a bit of flavour and versatility with only minor investment. I miss tactical fights - marking, flanking, cover, fights where positioning, terrain, and strategy matter. I miss forced movement - pushing, pulling, jockeying for position. Part of tactical fights, but not completely. I miss 4e monsters - this one's mostly on me, but I feel 13th Age monsters default to being a bit simpler than 4e ones, and I just need to remember to give my 13th Age monsters additional interesting abilities. Weirdly, I'm torn about whether I miss rolling dice for monster damage, which means I'm probably good without it. 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. Example: Fighter marks the baddie, while the Rogue gets into backstab position. The Warlord issues a challenge, allowing the monster to attack him, while simultaneously allowing the Rogue to backstab, and also triggering the Fighter's mark ability. Some of these wouldn't be easy to reintroduce. True combo-creation would require a complete overhaul of the classes, for example. Others, I really want to do something for. This thread will be for brainstorming and compiling solutions to them. All help is welcome! [/QUOTE]
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