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General Tabletop Discussion
D&D Older Editions
What should 4e steal from 13th Age?
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<blockquote data-quote="Pour" data-source="post: 6259377" data-attributes="member: 59411"><p> <ul> <li data-xf-list-type="ul"><strong>13th Age Backgrounds</strong> instead of skills/themes. It's just so elegant, versatile, and thematic. My players and I love it.</li> <li data-xf-list-type="ul"><strong>One Unique Thing</strong> instead of 4e background. Replace a small skill bonus or extra language with something character-empowering, meaningful in the narrative, and setting-defining.</li> <li data-xf-list-type="ul"><strong>Combat Distances</strong>. Engaged/Disengaged combined with near/far adapted as skirmish/gridless combat option; conversely, convert square counting to engaged/near/far distances and basically speed up regular combat up considerably and still maintain an appreciable tactical element; And keeping mark, prone, and flanking would create something special I think</li> <li data-xf-list-type="ul"><strong>Weapons Damage and Attack Bonuses</strong> +1w/1 level and +1/level attack. Simplified, streamlined, and leave specific weapons and armor mostly cosmetic overlay.</li> <li data-xf-list-type="ul"><strong>Escalation Die</strong> to speed up combat.</li> <li data-xf-list-type="ul"><strong>Montages</strong> to prop up the 4e exploration/travel pillar; Combine 13th Age montage with 4e skill challenge, tie to a recovery economy and the 'fail forward' mentality</li> <li data-xf-list-type="ul"><strong>Easy, Moderate, and Hard saves and recharges</strong> (6+, 11+, 16+)</li> <li data-xf-list-type="ul"><strong>Recoveries, Rally, and Staggered</strong> instead of Healing Surges, Second Wind, and Bloodied, for no other reason than I like those names better and a few people might stop whining.</li> <li data-xf-list-type="ul"><strong>A blend of 13th Age and 4e Conditions </strong>(I like 13th Age dazed and weakened)</li> <li data-xf-list-type="ul"><strong>Death Attacks w/ Last Gasp Saves on Select Elites/Solos </strong>(to allow a little more death attack into 4e, but not quite save or suck given the requirement of hit, then save... but that'll probably be controversial)</li> <li data-xf-list-type="ul"><strong>"Nastier Specials"</strong> Options for Monsters Listed Under Blocks</li> <li data-xf-list-type="ul">Some sort of <strong>Relationship Die</strong> rolled at the start of sessions in lieu of combat-oriented Action Points. Instead of extra standard actions, use RD as a kind of fate token to affect story or combat.</li> </ul></blockquote><p></p>
[QUOTE="Pour, post: 6259377, member: 59411"] [LIST] [*][B]13th Age Backgrounds[/B] instead of skills/themes. It's just so elegant, versatile, and thematic. My players and I love it. [*][B]One Unique Thing[/B] instead of 4e background. Replace a small skill bonus or extra language with something character-empowering, meaningful in the narrative, and setting-defining. [*][B]Combat Distances[/B]. Engaged/Disengaged combined with near/far adapted as skirmish/gridless combat option; conversely, convert square counting to engaged/near/far distances and basically speed up regular combat up considerably and still maintain an appreciable tactical element; And keeping mark, prone, and flanking would create something special I think [*][B]Weapons Damage and Attack Bonuses[/B] +1w/1 level and +1/level attack. Simplified, streamlined, and leave specific weapons and armor mostly cosmetic overlay. [*][B]Escalation Die[/B] to speed up combat. [*][B]Montages[/B] to prop up the 4e exploration/travel pillar; Combine 13th Age montage with 4e skill challenge, tie to a recovery economy and the 'fail forward' mentality [*][B]Easy, Moderate, and Hard saves and recharges[/B] (6+, 11+, 16+) [*][B]Recoveries, Rally, and Staggered[/B] instead of Healing Surges, Second Wind, and Bloodied, for no other reason than I like those names better and a few people might stop whining. [*][B]A blend of 13th Age and 4e Conditions [/B](I like 13th Age dazed and weakened) [*][B]Death Attacks w/ Last Gasp Saves on Select Elites/Solos [/B](to allow a little more death attack into 4e, but not quite save or suck given the requirement of hit, then save... but that'll probably be controversial) [*][B]"Nastier Specials"[/B] Options for Monsters Listed Under Blocks [*]Some sort of [B]Relationship Die[/B] rolled at the start of sessions in lieu of combat-oriented Action Points. Instead of extra standard actions, use RD as a kind of fate token to affect story or combat. [/LIST] [/QUOTE]
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