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My Review of 13th Age
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<blockquote data-quote="Imaro" data-source="post: 6169058" data-attributes="member: 48965"><p>One thing I haven't seen discussed yet, that I really enjoy is how 13th Age handles "true" magic items by default. I think the game does alot to bring back the mystery and wonder of magic items that has been (IMO) missing in the D&D editions where they are for all practical purposes PC build tools. I like that the default answer is that true magic items are not sold and that magic shops don't exist. This is more in line with most fantasy fiction. </p><p></p><p>The other thing I really like is that all true magic items are sentient and have both a personality and a quirk, furthermore, while a hero is not outright banned from having more than his level in equal tier magic items (with epic tier item counting as 3 each unless the character is also epic tier)... taking more than this allows the DM to impose the quirks and personalities of the magic items upon the hero's actions and behavior, if he carries too many magic items. I also like that the option for the DM to let the player manage it (not my preferred choice but still a viable option for different play styles) or a combination of the DM and the other players at the table handle it (I think this would be my preferred method as it takes some of the onus off the DM without the player whose affected having control) is presented. While I could see the inspiration for these coming from Tolkien and the One ring... IMO, these rules are also very reminiscent of Moorcockian magic items and that definitely resonate with me.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6169058, member: 48965"] One thing I haven't seen discussed yet, that I really enjoy is how 13th Age handles "true" magic items by default. I think the game does alot to bring back the mystery and wonder of magic items that has been (IMO) missing in the D&D editions where they are for all practical purposes PC build tools. I like that the default answer is that true magic items are not sold and that magic shops don't exist. This is more in line with most fantasy fiction. The other thing I really like is that all true magic items are sentient and have both a personality and a quirk, furthermore, while a hero is not outright banned from having more than his level in equal tier magic items (with epic tier item counting as 3 each unless the character is also epic tier)... taking more than this allows the DM to impose the quirks and personalities of the magic items upon the hero's actions and behavior, if he carries too many magic items. I also like that the option for the DM to let the player manage it (not my preferred choice but still a viable option for different play styles) or a combination of the DM and the other players at the table handle it (I think this would be my preferred method as it takes some of the onus off the DM without the player whose affected having control) is presented. While I could see the inspiration for these coming from Tolkien and the One ring... IMO, these rules are also very reminiscent of Moorcockian magic items and that definitely resonate with me. [/QUOTE]
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