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Imaro's First 13th Age Session: "Six Months and a Day" Campaign
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<blockquote data-quote="pemerton" data-source="post: 6193084" data-attributes="member: 42582"><p>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!</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Did the players know this? Or otherwise pick up on it?</p><p></p><p>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.</p><p></p><p>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?</p><p></p><p>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).</p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="pemerton, post: 6193084, member: 42582"] 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! 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. 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. 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). 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? [/QUOTE]
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Imaro's First 13th Age Session: "Six Months and a Day" Campaign
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