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My Review of 13th Age
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<blockquote data-quote="Balesir" data-source="post: 6169083" data-attributes="member: 27160"><p>I like the way magic items work in 13A, too. I actually like the fact that a party (as opposed to character) build resource exists in 3/4E, but 13A isn't that big on "builds" so the lack fits well, here.</p><p></p><p>One aspect of 4E I like in this regard is the way Artifacts are split from magic items, with the latter being a "communal build resource" and the former more of a GM resource. 13th Age takes this further, it seems to me, with only consumables being party resources (and tactical/scenario resources, at that) and "true magic" being more of a GM maguffin/tool to dangle before the party.</p><p></p><p>I agree that the shared "policing" of the "magic overburden" between GM and (other) players would be the way I would probably go. Alternatively, I could stand to see some sort of dice system - similar to that used for Icon relationships - to help manage this. It could work similarly to the way Fiasco handles "bad scene outcomes". Roll dice for each item if you are "over the limit"; for each 5 or 6 (say), the player of the overburdened character must come up with some expression of that item's "quirk" that satisfies the rest of the table. This places the onus for coming up with acceptably inconvenient effects on the player who has chosen to overburden their character, while everybody else gets the fun of saying "No, dude - we're not buying it. You need to try harder!" <evil grin></p><p></p><p>Sent from my ASUS Transformer Pad TF300T using Tapatalk 4</p></blockquote><p></p>
[QUOTE="Balesir, post: 6169083, member: 27160"] I like the way magic items work in 13A, too. I actually like the fact that a party (as opposed to character) build resource exists in 3/4E, but 13A isn't that big on "builds" so the lack fits well, here. One aspect of 4E I like in this regard is the way Artifacts are split from magic items, with the latter being a "communal build resource" and the former more of a GM resource. 13th Age takes this further, it seems to me, with only consumables being party resources (and tactical/scenario resources, at that) and "true magic" being more of a GM maguffin/tool to dangle before the party. I agree that the shared "policing" of the "magic overburden" between GM and (other) players would be the way I would probably go. Alternatively, I could stand to see some sort of dice system - similar to that used for Icon relationships - to help manage this. It could work similarly to the way Fiasco handles "bad scene outcomes". Roll dice for each item if you are "over the limit"; for each 5 or 6 (say), the player of the overburdened character must come up with some expression of that item's "quirk" that satisfies the rest of the table. This places the onus for coming up with acceptably inconvenient effects on the player who has chosen to overburden their character, while everybody else gets the fun of saying "No, dude - we're not buying it. You need to try harder!" <evil grin> Sent from my ASUS Transformer Pad TF300T using Tapatalk 4 [/QUOTE]
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