Lawngnome4hire
First Post
I've been reading up on 13th Age, and a lot of it I like. The rules a pretty clear and concise, and there are some pretty good improvements over 3.5 or 4e.
It's not without it's flaws, like every other system out there. The main thing that sticks out to me is the rules they're using to get away from grid play seem to be more complicated than just using a grid. Near and far ranges, engaged and not engaged, intercepting etc. It looks like these were put in place so that you can have similar tactical elements to grid play, without the grid.
So why not just use a grid?
It's not without it's flaws, like every other system out there. The main thing that sticks out to me is the rules they're using to get away from grid play seem to be more complicated than just using a grid. Near and far ranges, engaged and not engaged, intercepting etc. It looks like these were put in place so that you can have similar tactical elements to grid play, without the grid.
So why not just use a grid?