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What ideas from 13th Age are people using for dnd?
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<blockquote data-quote="Imaro" data-source="post: 6153216" data-attributes="member: 48965"><p>I'm not running a D&D 4e or Pathfinder game right now (playing a non-D&D game at the moment), and will probably be running 13th Age once I do start another d20 based campaign, but there are two things I would incorporate into my D&D/PF games. </p><p></p><p>The first would be the <strong>Icons</strong>, I think these (with personalization by the GM depending on the exact setting) are a great way of getting buy in to a setting without the players having to initially know alot about the setting. I think it also promotes more interest and a greater investment in the setting because the relationships they have with Icons have real mechanical in-game effects that are brought to the forefront if either of the options to roll relationship dice either right before the game session starts or right after it has finished are used by the GM.</p><p></p><p>The second thing would be the <strong>One Unique Thing</strong>. I think this is definitely a positive for a class based game since many times two members of the same class can be very similar, this allows players to immediately differentiate themselves from each other. It also helps connect the character to the fiction of the world (again helping with buy-in and investment) and I think the way 13th Age approaches this by being clear that these things do not give the character mechanical benefits and leaving the fiction based benefits to the GM is a good approach.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6153216, member: 48965"] I'm not running a D&D 4e or Pathfinder game right now (playing a non-D&D game at the moment), and will probably be running 13th Age once I do start another d20 based campaign, but there are two things I would incorporate into my D&D/PF games. The first would be the [B]Icons[/B], I think these (with personalization by the GM depending on the exact setting) are a great way of getting buy in to a setting without the players having to initially know alot about the setting. I think it also promotes more interest and a greater investment in the setting because the relationships they have with Icons have real mechanical in-game effects that are brought to the forefront if either of the options to roll relationship dice either right before the game session starts or right after it has finished are used by the GM. The second thing would be the [B]One Unique Thing[/B]. I think this is definitely a positive for a class based game since many times two members of the same class can be very similar, this allows players to immediately differentiate themselves from each other. It also helps connect the character to the fiction of the world (again helping with buy-in and investment) and I think the way 13th Age approaches this by being clear that these things do not give the character mechanical benefits and leaving the fiction based benefits to the GM is a good approach. [/QUOTE]
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