My Review of 13th Age

biotech66

Explorer
Originally Posted on Throat Punch Games : New gaming idea every day!

Ring Side Report- 13 Age

TL;DR-13th age in a phenomenal RPG. It combines the best of 4th, 3rd, and 1st edition Dungeons and Dragons all while creating its own soul. A word to the wise, this system requires more audience and GM participation that most RPGs thought! 9.5/10

Basics-13th Age is a new RPG from Rob Heinsoo and Jonathan Tweet , some of the paragons from 3rd edition Dungeons and Dragons. After leaving Wizards, this creative group forged 13th Age alone with a few other projects. This game focuses heavily on role-playing while not giving up on most of the crunchy bits that players of Dungeons and Dragons love. The game is set in a world where 12 icons control the fate of the people there. These icons represent things from races (Elf Queen and the Dwarf Lord) to aspects of nature and power (High Druid to Lich King). The PCs all have a relationship to these icons and this relationship changes what occurs in every session. In addition, each PC is unique for several reasons. All PCs possess powers that most of their race to make it know right off the bat mechanically that the players are better than almost anyone. In addition to this mechanical benefit, players also have a unique "thing." This "thing" ranges from being the world's smartest Gnoll to a dwarf living in the wild wood in a treehouse in the tallest tree. The uniqueness of the PCs really makes the game enjoyable, and in general keeps the game fresh. There is a reason this game was on the most anticipated RPGs of summer 2013.
Mechanics or Medians, Means, and backgrounds oh my!-
Basics-It's not hard to see DnD was the backbone of this system. Roll a d20, add numbers, compare to other numbers. Done. It's worked since Gygax, and it still works. Where fun enters is what numbers you add. For starters, let's talk about the escalation die. For this game, each round of combat after the first the GM places a die on the table. This die is added to your d20 rolls for that round, and some powers trigger or are affected by it. There are wizard powers that are not used up if used when the escalation die is even. This brings combat to a head very quickly and ramps up the fun as combat gradually becomes more intense.
Powers/spells- Powers and spells how a strong 3.0 and 4th edition influence. All characters have the basic melee and range attacks, but these look much closer to 4th edition powers then simple descriptions in the 3rd edition book. For a layout point of view, this makes the game much easier to read. I know some people flee at the slightly whisper of "powers" from 4th edition, but writing the spells and some combat abilities this way really makes the book more digestible. Also, powers/spells have random refresh abilities. Some powers and spell can be used again if after use you roll a 11 or better on a d20. While this makes the game more random, I will admit it makes the game more fun. All the standard 3rd and 4th edition powers are in the game, so your favorites are there or coming quickly.
Skills-This game has absolutely no skills, but replaces them with backgrounds. At character creation you get eight points to place in your backgrounds. Backgrounds are what ever you want. There is no limit to this except your imagination. Now your background could be as simple as "climber+4", but that's boring! What if you were the "savage tree hermit+4"! The second implies more about who you are the just a single ability. When you want to do anything that failure would matter, the GM will ask for a roll. You perform the standard 3rd edition math of d20+skill, but now you can look at the GM as a player and say "As a savage tree hermit, Im used to scaring travelers away from my home, can I add my savage tree hermit background to the roll to intimidate the guards?" Odds are your GM will say yes in that case. This makes what you were before the adventure that much more important. The system is an AWESOME change to the standard gaming landscape of skill use and metagaming.
Medians and Means-This game is not super numbers crunchy. Don't expect a hard slog through a book full of different way to game the system. This game aims to put roleplaying center, but it doesn't forget its crunchy, rule heavy roots. The game prefers to use standard damage for its monsters. It also advices the players to do the same. For defenses, the players use the middle of three abilities to find what defense they should use. Again, this discourages metagaming and power-gaming as it forces the players to take into account how focusing on one ability will hurt their characters. Characters can still power game, but this new method for defenses makes a person think a bit more in how they build their characters.
Movement-Like many abstract games, this game uses abstract movement rules. Basically characters are near, far, or engaged with other characters/enemies. This style really makes the game move fast. Honestly, I've had combat with six things running around end in less than 15 minutes! In an average Pathfinder or DnD game, that's at LEAST an hour. Spells are built to take this in account and it really helps the flow of game play. I wish more games were designed like that!
Icon Rolls-At the start of each game session, for each point of a relationship with an icon of the world, you roll a d6. Getting a six means you get a boon from the icon. Getting a 5 means you get a boon but with some strings attached. All this is at GM's discretion, but it is fun. Keeps the GM from planning too much and makes the world fresh. I like it.
Odds and Evens-A final note, dice rolls matter, but it tends to be more than just the total. Some dice rolls look at if the die is even or odd. Some powers refresh on an odd roll in combat. Some monsters get to add the escalation die if they get even or odd d20 rolls in combat. Its more random, but its fun. New mechanics to keep me on my toes.

Theme and Story-Here is where you will either absolutely LOVE the game like me or may possibly be turned away. As a default, the world is very open. Honestly, the world building section of the book is about 10 pages or less. This is very much done on purpose and not a lazy move by the writers. The writers of the book want each game to be its own thing. You decide if dwarfs love scotch or apple martinis. There are common elements such as the icons, but how a negative relationship with the icon plays out is up to you. Its amazingly fun, but it could cause less creative groups to become paralyzed. As a group, you build your world on the fly. If you want a more developed world, then you may want to check out other games or worlds such as the Primal Thule kickstarter that just ended. To use a food analogy, 13th Age by itself will assume that you're fine with short order cook work rather than already scheduled catering.

Writing in the Book-I want to bring some special attention to how the book was written. This book has the same vibe that Shadowrun has. Its much less a white washed, corporate generated book. This book honestly feels like two guys telling you about some game idea they wrote as are handing you the word file via dropbox. That's an AWESOME thing. I like that I feel the authors talking to me via text. Even more, the two main authors openly debate with one another across the text or give how the bend the rules of THEIR OWN GAME to make it their own! One a page, you will see a symbol next to some text and it if accompanies by a small section of someone's thoughts. Often this is countered by another author's symbol and their thoughts. This whole process fills me with happies in my heart!

Summary-A great game. Its got some flaws, but any book will. It plays fast and makes the GM really make some choices for the world. Dice mechanics are great and fresh. Nothing feels stale. Nothing is just rehashed 3.5. Players matter and are the crème de la crème of the world. Its about $50 bucks at http://www.pelgranepress.com/ with PDF as part of the deal. To me PDF come standard with a book and Pelgrane Press seems to agree. Go buy it. 9.5/10

Living Games-There is a Living game much like DnD encounters. Want an adventure to test drive this game after you bought the book? Crown of the Lich King is FREE! Go to http://www.pelgranepress.com/ and ask nice and they will send you a link to Google docs where you can get the whole document for FREE! Did I mention is FREE, even for home play? Go NOW!
 
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Well, I think the review is a bit one-sided. I'm quite excited about the game myself, but I think a review should mention some of the flaws you're alluding to in the Summary.

One thing I don't like is the Skills (or the lack thereof). I think I'd just put all 8 points into 'Jack of all trades' and use it no matter what I'm supposed to do. Aren't there any guidelines about the limitations of backgrounds?
 

I heard that you cannot put more than 4 or 5 points into a background, so you cannot put all points into one background. But I don't know if there is any other limitation.

Anyway 13th Age sound really awesome, too bad that you cannot buy it (the PDF) yet. :(
 

if you buy from http://www.pelgranepress.com/ they will give you the PDF for free and ship the book to you. If you get your butts in gear, they might still do the Gencon deal and let you do pick up at the con. As for your background of Jack-of-all-trades, you could do that, but any GM worth his salt will not let you. This is a pretty trust heavy RPG. Games like 4e DnD pretty much tie the GMs hands and dis-empower him/her. This game give the GM A LOT more power to do as they will such as negate a PCs background at character generation. Also, Jack-of-all-trades is pretty boring way to break the rules. It doesn't really let you build the world when you don't have some crazy specifics built in.
I'll own up to my bit of fanboyism. I honestly loved this book and think you should try it. The living game is two hours of your time. I promise it will be worth the time!
 

Just ordered it since the Shipping was surprisingly low (to Europe). And the Download Link was instantly here! 8D
 

Wow this looks awesome. 8D

There is only one thing so far that I dont like ... it has no bookmarks, which is really bad for tablet). Strangely enough, the Index and Contents are fully linked.

[MENTION=46713]Jhaelen[/MENTION]: You can put 5 Points into a Background. There is a list of examples and also some advice on making a good backgrounds. It also warns about miss-using it and that the GM can just rule one out.
 

I'll slip it over to D&D/Pathfinder for you! (That's where 13th Age stuff goes).

I also edited your post and hit the "remove formatting" button for you, since you had select dark grey type in a tiny font without paragraph breaks, which made it impossible for those using the Legacy (black) skin or Tapatalk to see the text. That should help folks see your post. :)
 
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One thing I don't like is the Skills (or the lack thereof). I think I'd just put all 8 points into 'Jack of all trades' and use it no matter what I'm supposed to do. Aren't there any guidelines about the limitations of backgrounds?
There are guidelines and advice, but this is one area where I'm already considering house rules (before even running the game!)

I don't know if this is something about Rob Heinsoo, but the sort of inspired genius creations he seems to produce for combat moves (which are as good in 13A as in 4E) just seem to evaporate outside combat. I would love to see some inventive, elegant ways to stretch beyond Skill Challenges, but you won't find them here.

Still, the combat bits work well - and without a grid and quickly, to boot - and some of the ideas to tie the characters to their world (Icon relationships, One Unique Thing) are really flavourful and jog the imagination with ideas for hooks and incentives for adventure. Overall, a very worthwhile investment.

Oh - and I'm already thinking of stealing a few (slightly modified) ideas as 4E house rules, too...
 

The problem with "Jack of All Trades" isn't that its somehow broken, because it really isn't. Its that its BORING! Its also technically more of a trait, than a "background" per se.

As a GM, you should ask your player how they would have come to know a bit about everything. What did they do before the game starts that would begin to justify being a jack of all trades? Whatever they answer, THAT should be their background. For example, "I was the King's superspy, a veritable fantasy James Bond if you will!"

BAM! So you have 5 points in the King's Former Superspy Background. Done. And no it wouldn't necessarily apply to everything. Or maybe it can, but you should make the players justify it. Make them earn the right to use that bonus in a given scene through cool story.

"So tell me again why you know so much about ancient Draconic artifacts?"
"Well, I'm a superspy..."
"So? How did you learn that while being a superspy?"

At this point, either the player can't think of anything appropriate and they don't get the bonus. OR they think of something awesome: "Well, I was on this mission to steal a scroll from the horde of an ancient red Dragon, and the when I got there, it turns out the Dragon was blind, and dying, and he wanted to talk to someone before he passed, so I hung out with him and he taught me a lot of Draconic lore." (Yes, I stole that from Raymond Feist. :D)

Now if the player came up with something fun and cool like that, then they deserve the +5. They have added cool story and flavor to both the game and their PC, and potentially provided future story hooks for the GM. THAT is what 13th Age is all about! :)

Its a completely different mindset than other versions of D&D. Its not about scrutinzing everything the players do, lest they somehow get away with something they aren't supposed to.

13th Age doesn't approach the game that way. Backgrounds are an enabler of story, not necessarily a limiter. Getting to use the bonus in a given situation is the player's reward for thinking of something cool that adds to their character and/or the world. If the players can justify, through cool story and worldbuilding, why they should get a +5 Background bonus in almost every situation, then GREAT! That's really what the game is all about.
 
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