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Help me 4e-ify my 13th Age game
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<blockquote data-quote="Arilyn" data-source="post: 7134451" data-attributes="member: 6816042"><p>Remember, with 13th Age, you can swap abilities between classes fairly easily, as long as they roughly balance. This can help with the feel of multi-class feats that you said give you a little feel from another class. As far as monsters go, I feel 13th age critters have lots of options to them. Not sure what's more interesting about 4e critters. Because of the way 13th Age handles movement and ranges, I though it might be hard to incorporate grid tactics, but it sounds like you've solved that. Some classes like the commander and occultist have interrupts that help other players. Not exactly combos though, but heading in right direction?</p><p></p><p>I feel because of the nature of 13th Age, it is customizable, but takes some effort and thought. Definitely, my favourite D20 fantasy game.</p></blockquote><p></p>
[QUOTE="Arilyn, post: 7134451, member: 6816042"] Remember, with 13th Age, you can swap abilities between classes fairly easily, as long as they roughly balance. This can help with the feel of multi-class feats that you said give you a little feel from another class. As far as monsters go, I feel 13th age critters have lots of options to them. Not sure what's more interesting about 4e critters. Because of the way 13th Age handles movement and ranges, I though it might be hard to incorporate grid tactics, but it sounds like you've solved that. Some classes like the commander and occultist have interrupts that help other players. Not exactly combos though, but heading in right direction? I feel because of the nature of 13th Age, it is customizable, but takes some effort and thought. Definitely, my favourite D20 fantasy game. [/QUOTE]
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Help me 4e-ify my 13th Age game
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