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What ideas from 13th Age are people using for dnd?
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<blockquote data-quote="Dragonblade" data-source="post: 6153997" data-attributes="member: 2804"><p>I don't know if you ever played old school AD&D theater of the mind, but the 13th Age rules are just a slightly more structured way of how I used to play AD&D. Essentially, most positioning is abstract and based on how the DM describes the scene and how the players describe where their PCs are in relation to what's going on. Pretty much how theater of the mind combat always work.</p><p></p><p>13th Age slightly formalizes things a big by designating an enemy as nearby or far away. That just tells you that you need a single or double move to reach them. Simple. No square counting or grids.</p><p></p><p>If you are locked in combat with an adjacent enemy you are engaged with them, if not you aren't engaged. If you are not engaged you can pretty much move anywhere you can reasonably reach, although other un-engaged enemies can try to intercept you and force you to engage with them.</p><p></p><p>Being engaged is really simple. It just represents that an enemy is right there in your grill and you have to focus on fighting and defending yourself from them. You can attack and maneuver or move around anyone you are engaged with, no problem.</p><p></p><p>If you try to disengage you have two options. You can simply move, but every opponent engaged with you gets an OA. Or you can make a disengage check. If you succeed, you move and no OA. But if you fail you lost your chance to move that round, but you don't get the OA at least.</p><p></p><p>Also, if you try to target an enemy you aren't engaged with using a ranged attack, or spell attack that isn't designated as a close quarters combat spell, then you can get hit with OAs also.</p><p></p><p>That's it. Short and sweet. You don't need to worry about threatened squares or any of that stuff.</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 6153997, member: 2804"] I don't know if you ever played old school AD&D theater of the mind, but the 13th Age rules are just a slightly more structured way of how I used to play AD&D. Essentially, most positioning is abstract and based on how the DM describes the scene and how the players describe where their PCs are in relation to what's going on. Pretty much how theater of the mind combat always work. 13th Age slightly formalizes things a big by designating an enemy as nearby or far away. That just tells you that you need a single or double move to reach them. Simple. No square counting or grids. If you are locked in combat with an adjacent enemy you are engaged with them, if not you aren't engaged. If you are not engaged you can pretty much move anywhere you can reasonably reach, although other un-engaged enemies can try to intercept you and force you to engage with them. Being engaged is really simple. It just represents that an enemy is right there in your grill and you have to focus on fighting and defending yourself from them. You can attack and maneuver or move around anyone you are engaged with, no problem. If you try to disengage you have two options. You can simply move, but every opponent engaged with you gets an OA. Or you can make a disengage check. If you succeed, you move and no OA. But if you fail you lost your chance to move that round, but you don't get the OA at least. Also, if you try to target an enemy you aren't engaged with using a ranged attack, or spell attack that isn't designated as a close quarters combat spell, then you can get hit with OAs also. That's it. Short and sweet. You don't need to worry about threatened squares or any of that stuff. [/QUOTE]
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What ideas from 13th Age are people using for dnd?
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