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<blockquote data-quote="Manbearcat" data-source="post: 7003404" data-attributes="member: 6696971"><p>While I'm not a huge fan of 13th Age (I certainly don't dislike it, but there are any number of Story Now Heroic Fantasy systems I'd rather be running), I don't really see the similarities to 3.x outside of (a) the basic d20 chassis and (b) the fact that Tweet was involved in 3.x as well as being the co-creator (with 4e's Heinsoo). Obviously I agree with you regarding the lack of symmetry in class resource scheduling for and lack of keyword dependency (including Power Source). </p><p></p><p>But for my money, the experience of 3.x was all about:</p><p></p><p>a) Terrible Action Economy - Heavily favoring casters while very negatively impacting mobility (perpetuating battlefield stagnation) and melee characters (PCs and NPCs aliike) </p><p>b) LFQW...cubed</p><p>c) Horrendous combat budgeting (in many ways directly related to a and b)</p><p>d) Granular noncombat task resolution predicated on process-sim and featuring fiddly build mechanics and binary (non-dynamic) action resolution</p><p>e) Magic Item Economy and all the notorious impact that proliferated onto the rest of the system and setting as a result</p><p>f) An exceedingly narrow sweet spot of play</p><p>g) Related to (b), but needing a spot on its own, is the overwhelming, conflict-neutering power of Divinations, Conjurations, and Transmutations.</p><p></p><p>13th Age doesn't feature any of those and pushes in the opposite direction toward 4e (along with being heavily focused on fail forward and the story components of PCs - a la 4e)</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7003404, member: 6696971"] While I'm not a huge fan of 13th Age (I certainly don't dislike it, but there are any number of Story Now Heroic Fantasy systems I'd rather be running), I don't really see the similarities to 3.x outside of (a) the basic d20 chassis and (b) the fact that Tweet was involved in 3.x as well as being the co-creator (with 4e's Heinsoo). Obviously I agree with you regarding the lack of symmetry in class resource scheduling for and lack of keyword dependency (including Power Source). But for my money, the experience of 3.x was all about: a) Terrible Action Economy - Heavily favoring casters while very negatively impacting mobility (perpetuating battlefield stagnation) and melee characters (PCs and NPCs aliike) b) LFQW...cubed c) Horrendous combat budgeting (in many ways directly related to a and b) d) Granular noncombat task resolution predicated on process-sim and featuring fiddly build mechanics and binary (non-dynamic) action resolution e) Magic Item Economy and all the notorious impact that proliferated onto the rest of the system and setting as a result f) An exceedingly narrow sweet spot of play g) Related to (b), but needing a spot on its own, is the overwhelming, conflict-neutering power of Divinations, Conjurations, and Transmutations. 13th Age doesn't feature any of those and pushes in the opposite direction toward 4e (along with being heavily focused on fail forward and the story components of PCs - a la 4e) [/QUOTE]
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