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My Review of 13th Age
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<blockquote data-quote="Connorsrpg" data-source="post: 6167900" data-attributes="member: 19265"><p>Seriously you two...get a room <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Thanks for the review. On reading the book through I too loved the idea of putting some of the story into the system (and to some extent the players' hands).</p><p></p><p>One thing that needs pointing out is that it seems most of the reaal crunchy stuff is on the players' hands. Classes have a multitude of different powers, stacks of different combos, ways to enhance and use those powers. And then the cool 'recharge' mechanics without having to roll another dice. Don't fret if you love the crunch of 3E & 4E PCs - the classes have this in multitude - it is just that other areas of your PC are more story-oriented. Something that I did notice, was the lack of racial powers. (1 4E-style power for each). I reckon I would at least provide a choice for some of my races, but at least it makes adding races VERY easy.</p><p></p><p>Mechanics on the DMs side have been simplified (a little too much in my mind). I still like seeing things like how strong, perceptive, smart monsters are. Of whether they have special perception powers or are skilled in specific areas. I guess it is easy to make on the spot calls here, but if I am to DM, I will be adding in (and looking to other editions) basic stats/skills/inate abilities. Like 4E though, the monster powers/attacks are ver good.</p><p></p><p>Anyway, it looks like a GREAT framework for your average DnD game...and it encourages you to borrow/adapt/steal to improve your game. Along with some ideas from DnDNext (such as Advantage/Disadvantage), it would be my choice of DnD...if I were playing any right now <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 6167900, member: 19265"] Seriously you two...get a room ;) Thanks for the review. On reading the book through I too loved the idea of putting some of the story into the system (and to some extent the players' hands). One thing that needs pointing out is that it seems most of the reaal crunchy stuff is on the players' hands. Classes have a multitude of different powers, stacks of different combos, ways to enhance and use those powers. And then the cool 'recharge' mechanics without having to roll another dice. Don't fret if you love the crunch of 3E & 4E PCs - the classes have this in multitude - it is just that other areas of your PC are more story-oriented. Something that I did notice, was the lack of racial powers. (1 4E-style power for each). I reckon I would at least provide a choice for some of my races, but at least it makes adding races VERY easy. Mechanics on the DMs side have been simplified (a little too much in my mind). I still like seeing things like how strong, perceptive, smart monsters are. Of whether they have special perception powers or are skilled in specific areas. I guess it is easy to make on the spot calls here, but if I am to DM, I will be adding in (and looking to other editions) basic stats/skills/inate abilities. Like 4E though, the monster powers/attacks are ver good. Anyway, it looks like a GREAT framework for your average DnD game...and it encourages you to borrow/adapt/steal to improve your game. Along with some ideas from DnDNext (such as Advantage/Disadvantage), it would be my choice of DnD...if I were playing any right now :( [/QUOTE]
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