Manbearcat
Legend
Cool review. I do believe that dragon born are in the book, as an optional race called dragonspawn.
You know, I knew that. I have no idea why I forgot that when I wrote that review. Good catch. I'll amend the above right quick.
Cool review. I do believe that dragon born are in the book, as an optional race called dragonspawn.
The best thing, I think, you can say about a TTRPG is that it knows what it is trying to do, it expresses plainly what it is trying to do and it then proceeds to do so. 13 Age hits on all 3. Great game system and I'd expect nothing less from these creators.
Great review, MBC. Re: rituals, I think Icon relationships and the OUT can be used to flesh out possible ritual "seeds" (which is really what spells provide in the 13A ritual system) for a non-spellcaster who really want to use the ritual system. A rogue with 3 dice for the Price of Shadows should certainly be able to work some invisibility or divination rituals if he invests in the Ritual Caster feat.
Also, I think the Disease Track mechanism could be an excellent replacement for the "last gasp" save system, which I'm not particularly enamored with.
Also, I think I really need the multiclass rules from 13 True Ways to feel truly comfortable with the classes. I want just a little more granularity in the class builds to be able to customize the complexity level. Barbarians or paladins with maneuvers, for example. Something that isn't trivial to do like a talent swap currently is in the system. That's what I need to see before 13th Age becomes my go-to system, although it's already very close.
Great review, MBC. Re: rituals, I think Icon relationships and the OUT can be used to flesh out possible ritual "seeds" (which is really what spells provide in the 13A ritual system) for a non-spellcaster who really want to use the ritual system. A rogue with 3 dice for the Price of Shadows should certainly be able to work some invisibility or divination rituals if he invests in the Ritual Caster feat.
Also, I think I really need the multiclass rules from 13 True Ways to feel truly comfortable with the classes. I want just a little more granularity in the class builds to be able to customize the complexity level. Barbarians or paladins with maneuvers, for example. Something that isn't trivial to do like a talent swap currently is in the system. That's what I need to see before 13th Age becomes my go-to system, although it's already very close.
Cool idea, I like it... another possible solution would be to modify the ritual caster feat so that it provides a certain amount of spells "known" for the sole purpose of non-casters casting ritual magic. Then maybe a second feat that allows a ritual caster to purchase a set number of spells as ritual seeds (in case he wanted to expand his known spells)... of course I'm not sure what would be correct from a balance perspective, and this might be a little too involved. The other option is to use the suggestions above... but also open it up to casters as well so that they wouldn't be restricted only to ritual magic based on their spells.
I'm looking forward to 13 True Ways myself. One solution which I think is even suggested in the book is to let some classes swap out class talents for those from other classes... maybe let the paladin or barbarian swap out with the fighter or ranger for more complexity... I guess I'd implement the swaps on a trial-basis and see how it works, with the DM being able to veto obviously overpowered combos.
I'm hoping we get some rules on multiclassing, just so people don't keep asking for things that are overpowered. Ranger dual-wielding, for example, is (I think) a ranger-specific ability for a reason. If you gave the ability to a fighter or a barbarian or a rogue, I would worry that it'd be overpowered.
Yeah I would like official rules as well.
I don't think the Ranger's dual wielding talent is really all that powerful as a singular ability since it drops the weapon damage to one die lower (so generally d6 as opposed to d8), and you only get to make the second attack if your first attack is a natural even number... I think one of the important things to take note of is that many of the class features state that they can only be used with attacks from that class. That said I would probably keep them silo-ed entirely until I was sure there would be no shenanigans in combining effects from 2 different sources. So yes you can dual wield, but you can't use Paladin talents, feats, or powers on top of using that ability. I think I would also limit the number of talents that could be swapped out to maybe one per tier... maybe even less than that.
Alternatively, for ease-of-use, you could just use the Ranger chassis but give them access to Wizardry instead of Sorcery or Divine spellcasting. Change out some Features/talents/feats and you may be close.