[lang=en]In 13th Age combat there is an escalation die, which is simply an incremental global addition to hit. So starting at turn 2 all PCs get +1 to hit. Then turn 3 another +1 etc. Some abilities also key off this number. This mechanic creates a climactic momentum in combat, and helps stop combat grind. I like it!
Fail forwards is just that when PCs fail a skill check or something rather than the result being a blanket No/total fail, which tends to bring progress to a halt, the DM interprets the check fail result as a success but with complications - like you pick the lock but set off a trap or make a load noise or break your picks or something. Again, this is an idea I really like!
13th Age seems to have many cool ideas ...[/lang]
What is 13th Age?
I gathered from another tread it wasn't published yet, how do you know so much about it?
This idea isn't new with 13th Age, and it seems popular with certain indie games.Fail forwards is just that when PCs fail a skill check or something rather than the result being a blanket No/total fail, which tends to bring progress to a halt, the DM interprets the check fail result as a success but with complications - like you pick the lock but set off a trap or make a load noise or break your picks or something. Again, this is an idea I really like!
13th Age seems to have many cool ideas ...![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.