Imaro
Legend
Yep, that makes sense for the backgrounds. I was wondering about the Icon relationships.
Yep, that makes sense for the backgrounds. I was wondering about the Icon relationships.
The only issue I had was that sometimes it’s awkward explaining how two or more mooks were killed when the damage is high enough but the fiction and descriptions don’t necessarily fit with the resolution.
I wasn't sure about this when I read the rules - you don't have to commit to your number of recoveries first, and then roll to see how many hp you get back? If you don't roll enough, it's OK to spend more and roll more dice?
This is in reference to the rally rules, though, which require saves to rally additional times in a battle.Reading the rules you spend a standard action to role for recovery, I guess you just spend another recovery role by taking another standard action. (page 168)
The rules deal with it this way (p 199):could you only allow the extra damage to kill more mooks if it does line up with the fiction? My guess is that the players would throw themselves into the fray against mooks a lot more, which might be nice if you like that sort of thing.
I wonder if you could make it a choice. If they don't throw themselves into the fray like that, maybe they get a boost to AC/Defences?
True, but as you don't lose your action, no real downside to trying each round .. (apart from dying of course)This is in reference to the rally rules, though, which require saves to rally additional times in a battle.
OK, I see what you mean.True, but as you don't lose your action, no real downside to trying each round .. (apart from dying of course)
No worries, and sorry it took me so long to reply, I got hit with a ton of work and still haven’t caught up entirely.Imaro, the comments below follow the sequence of your post and so I make no promise about the logical coherence of my sequence of thoughts!
The main issue I see arising is that the diversity of icons and the strength of their presence would be less than what the default would create. Right now I’m not sure this would be such a bad thing, especially as I need to get used to the improvisation necessary to use icons in this way. In all honesty I think I would be more comfortable with the “roll before the next session” alternative in the book as I don’t want to fall into a mode where every little thing has a different icon behind it but the game starts to loose cohesiveness as I struggle to make it all connect.This would have implications for the impact on the story of these player choices - but you said in your OP, didn't you, that you're aiming for a long campaign.
No, we don’t do long rests at the end of every session. I think this might be a good suggestion once I get more experience in the improvisation area. I think the biggest issue I found with the icons in this first session was that there just wasn’t enough time and progress to work them all in, especially since it was a short session due to character creation. The thing was, and this may have been a mistake, I didn’t keep the rolls a secret from my players and so they were interested in seeing how the icon they rolled for would show up in the game session, and when I only had time and fictional circumstances to work one in they didn’t want to roll again until they could see how they interacted with the ones that were left.Do you do a long rest at the end of every session? If not, rolling once per long rest could be another compromise option - apart from anything else, the passage of time during a long rest creates the veneer for concealing GM manipulation of the backstory to give effect to the icon rolls.
The players did know this, but it was because I told the players since I figured having served in this legion for 6 months prior to these events they would have heard this information by now. I also told them it was symbolic of a dwarf being forever bound to silver as opposed to gold.Did the players know this? Or otherwise pick up on it?
Did they go gonzo or gritty? The general vibe I get from the 13th Age rulebook is gonzo, but the general vibe I get from your posts is a somewhat gritty tone.
Did they suffer any consequence for being half-an-hour late other than the encounter? Would the situation with the hut and woman have been different if a different amount of time had passed?
My 4e game is approaching mid-Epic, and we don't use the Expertise feats because in general I've felt that to-hit bonuses were adequate without it. But I am thinking of introducing the escalation die for some of those epic combats against high-level opponents like gods, demon lords etc. Because it's not a general feature of the 4e mechanics I would be looking for some ingame rationale for those cases where it applies (eg a magical boon).
Ah, I see this was answered already but no you don’t have to. The thing is it’s a double edged sword because you can quickly burn through more recoveries than you planned to and still have less hit points than you want/need. I realize this may not vibe with everyone’s play style but we like those types of resource choices in our gameI wasn't sure about this when I read the rules - you don't have to commit to your number of recoveries first, and then roll to see how many hp you get back? If you don't roll enough, it's OK to spend more and roll more dice?
Great write-up!
Just a thought - that should be taken with a grain of salt since I don't have 13th Age - could you only allow the extra damage to kill more mooks if it does line up with the fiction? My guess is that the players would throw themselves into the fray against mooks a lot more, which might be nice if you like that sort of thing.
I don’t think I’d change the rules since my group likes the actual mechanics of it the chance to miss or kill multiple mooks. I noticed you cited jumping into the fray, and I agree it’s harder (though not impossible) to describe 3 mooks felled by an arrow than by multiple swings of a sword. What we’ve really done so far is allowed for slight changes in the fiction to account for the mechanical effect, as an example if the shot from the bow fells 3 mooks we have no problem allowing 3 shots to have been fired fiction wise, though splintered arrow pieces, ricochets, etc. have accounted for their fair share of mooks so far as well.I wonder if you could make it a choice. If they don't throw themselves into the fray like that, maybe they get a boost to AC/Defences? Just a thought; could be bad, as I don't know how the system works.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.