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Something I realized about 13th Age

If you're not houseruling the snot out of this puppy, you're not doing it right, according to the game's authors.

For example, 13th Age's "Prestidigitation" cantrip seems, to me, rather lacking. So I throw it out and adopt the OGL version--or DungeonWorld's. Don't like "Acid Bolt"? It's now "Fire Bolt"! Huzzah!
 

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If you're not houseruling the snot out of this puppy, you're not doing it right, according to the game's authors.

For example, 13th Age's "Prestidigitation" cantrip seems, to me, rather lacking. So I throw it out and adopt the OGL version--or DungeonWorld's. Don't like "Acid Bolt"? It's now "Fire Bolt"! Huzzah!

Honestly, I agree. It's why I love the game. It's like a cobbled together game from the best ideas of other games, and for some reason it ... it just works. I love it.
 

I would add a maneuver to the Fighter's Class Talents: Weapon Swap. As a quick action, the fighter can sheathe the weapon he is holding and draw another weapon. A champion tier feat could be that he can make an attack, swap the weapon, and make a second attack with the new weapon with a -2 penalty. Epic tier feat: he no longer takes a penalty to the second attack.
 

I will be (If I get the chance to run 13thage) adding grandmaster training from 4e in.

train with the old man in the mountain and gain phoenix strike... learn at the temple of light and gain the ability to sacrificial heal at will... go through the cave of time and gain +2 initiative
 

I will be (If I get the chance to run 13thage) adding grandmaster training from 4e in.

train with the old man in the mountain and gain phoenix strike... learn at the temple of light and gain the ability to sacrificial heal at will... go through the cave of time and gain +2 initiative
Will it take a "chakra" slot and such as per 13th Age items? I can actually see that making a wierd kind of sense (as would being affected by the Master's personality - memories of her sayings as you go through life!)
 

In my campaign world, the Adventurers' Guild is central to the character's career. "Levelling up" is based solely on the character's ability to pay the guild's training fee. I haven't decided on the amounts, yet, but it will be something along the lines of $10,000 (gp, sp, shillings, pounds, whatever) multiplied by the level the character wishes to reach. Certain tutors may, of course, be willing to lower the fee in exchange for completing some task or other. Also, "Coupon Day".
 

Will it take a "chakra" slot and such as per 13th Age items? I can actually see that making a wierd kind of sense (as would being affected by the Master's personality - memories of her sayings as you go through life!)

I hadn't given it a lot of thought but that sounds awesome...
 

I can't say that I've house-ruled anything so far; my group is only 3rd level now, but I just haven't seen anything I wanted to house-rule yet. I have however, been very comfortable making calls on the fly where with other systems I would have felt the need to look up rules.
 

I added a stunt system based on the "Risky moves advice"
the basics are that PCs can make a skill roll as a free action, for some minor effect.

DC is either medium (15) or vs the targets PD/MD.
if they fail they get an OA. if they succeed they can grab, push, aid another, overbear, daze, etc...

If the same stunt is tried as a standard action, there are no consequences for failing. Standard action stunts can also be used to attack 1d3 opponents with some piece of the environment. Or even to raise the escalation die, with a risky move or stirring speech.

NPCs get the same options, and usually get a bonus = PD-11 or so.
PCs have been shoved off of walls, grabbed, dazed, and bitten.

Also I am hitting lighting fork/gathered power combo with a nerf bat. 7d6 is a lot to double @3rd, so it no longer doubles vs secondary targets.
 

If you're not houseruling the snot out of this puppy, you're not doing it right, according to the game's authors.

For example, 13th Age's "Prestidigitation" cantrip seems, to me, rather lacking. So I throw it out and adopt the OGL version--or DungeonWorld's. Don't like "Acid Bolt"? It's now "Fire Bolt"! Huzzah!
I think that in a game that encourages the GM to say yes to the player you've got to have this. Even more, the game really gives the player tools to help create the world. You can't give the player that ability and then turn around and slap their suggestions down with "No, that's against the rules."

I have a player who was rolling up a sorcerer and wanted to take the bloodline talent to get an extra icon relationship... but with an icon who wasn't one of the normal sorcerer icons. We decided that he could reflavor one of his heritage talents so that his magic came from this other icon.

It's a small tweak, and in retrospect it was an easy call, but the game made me feel comfortable doing something like this. And that's a good thing.
 

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