Thanks so much for the review - I'm glad you like the game. The finished artwork and layout I hope will clear up your issues with the pre-release version.
One minor point for clarity - 13th Age does not preclude the use of maps or miniatures. It simply removes the necessity for a grid, and makes maps and miniatures optional. We certainly used them in the game Rob ran for us at GenCon.
One minor point for clarity - 13th Age does not preclude the use of maps or miniatures. It simply removes the necessity for a grid, and makes maps and miniatures optional. We certainly used them in the game Rob ran for us at GenCon.

Last week, I ran through the copious material on Character Creation that 13th Age had to offer gamers, and the departures the authors are making from classic d20/OGL in order to foster more role-play and less roll-play from the players. In fact, character creation accounts for more than 55% of the game manuals page content, which somewhat indicates the emphasis the authors are placing on making good characters.
The other main convention of 13th Age is using a fast-and-loose combat style that precludes using a map or miniatures. As I mentioned last week, the character class abilities are designed with ranges and areas in their descriptions which allow a free-form “theatre of the mind” approach, and the combat system backs this up. Movement and position are not as important to the rules as whether you’re “free” or “engaged” in the melee combat, or are “far away” and using ranged combat. Characters still have the ability to “intercept” or even “interrupt” each other, but position heavy maneuvers from OGL like charging or opportunity attacks are not used in 13th Age. The authors seem to push toward a more narrative solution for extensive combat activities, and these will be resolved by the game master and player using skill checks and combat rolls.
The authors close this chapter discussing magic Rituals and average monetary wealth gained per level. I particularly enjoyed the idea of Rituals being an open design concept, allowing the player to have their character cast spells, but altered to have out-of-combat effects. Deciding how a Ritual will work becomes a creative endeavor for both player and game master, and it once again seems to stress the story-telling and role-play aspects of a game mechanic quite well.