Although things like the escalation dice make my inner simulationist tremble in fear I am tempted to buy a copy of 13th Age just to "borrow" ideas from it.
Grey Paladin on
"All men dream, but not equally. Those who dream by night in the dusty recesses of their minds wake in the day to find that it was vanity; but the dreamers of the day are dangerous men, for they may act their dream with open eyes to make it possible." - T.E. Lawrence
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AnialosCollies are love, Collies are life!Shadowbrook ColliesRegistered Userregular
Although things like the escalation dice make my inner simulationist tremble in fear I am tempted to buy a copy of 13th Age just to "borrow" ideas from it.
The escalation die is somewhat easy to ignore: don't use it, drop the monsters' defenses by 1 (they are balanced assuming that PCs have a better chance of hitting as time goes on), and reword the odd PC/monster ability that relies on the current escalation die to instead speak in N+1 rounds.
I think it's a really nifty little thing, though, and you could probably find a simulationist justification for it if you really needed to.
Also, yeah, the book has lots of good ideas to lift, and even acknowledges that early on --- it's happy being plundered.
bss on
3DS: 2466-2307-8384 PSN: bssteph Steam:bsstephanTwitch:bsstephan Tabletop:13th Age (mm-mmm), D&D 4e Occasional words about games:my site
My 13th Age character, Mitch (Cleric), totally digs the Escalation die.
Every turn, he rolls a die, and if it's less than the current Escalation die, then he gets an extra standard action.
He can get a glimpse of the near future sometimes, in battle, that saves a comrade from being hit. How far into the future? Roll a d6, and when the Escalation die reaches that level, the time has come.
So, there's plenty of ways that it can be extended beyond its basic uses, if you're so inclined.
The escalation die is somewhat easy to ignore: don't use it, drop the monsters' defenses by 1 (they are balanced assuming that PCs have a better chance of hitting as time goes on), and reword the odd PC/monster ability that relies on the current escalation die to instead speak in N+1 rounds.
I think it's a really nifty little thing, though, and you could probably find a simulationist justification for it if you really needed to.
Also, yeah, the book has lots of good ideas to lift, and even acknowledges that early on --- it's happy being plundered.
"At the start of any battle, things are pretty chaotic and nobody's in the rhythm of the fight. As the fight goes on, though, you'll start to get in the swing of things, and also you'll begin to notice your enemy's patterns, habits and weaknesses."
Or "as the fight wears on, the exertion of battle takes its toll and your enemies are less able to dodge and weave away from your blows."
There's any number of reasons for battles getting more deadly as they go.
But extra Standard actions is crazypants. In any system where something requires a Standard action, it ought to do so for a reason. Getting more than one per turn is absurd unless there's some major restriction on it, and even then it's massively better than basically anything I can name in something like 4E.
Or "as the fight wears on, the exertion of battle takes its toll and your enemies are less able to dodge and weave away from your blows."
There's any number of reasons for battles getting more deadly as they go.
But extra Standard actions is crazypants. In any system where something requires a Standard action, it ought to do so for a reason. Getting more than one per turn is absurd unless there's some major restriction on it, and even then it's massively better than basically anything I can name in something like 4E.
The escalation die is always a d6, that increases by one per turn. But every time his Cleric gets that free action, he steps up the dice he is rolling. So if he gets two standard actions, he is rolling a d10 and trying to get less than the escalation dice. And if we slacken off the pace, or don't engage the enemy, the escalation dice might reset.
But 13th Age is full of overpowered powers, to be honest. If 4e characters are superheroes compared to AD&D, WE ARE GODS. My Rogue doesn't Stealth around the battle - he disappears from play entirely and then appears next turn somewhere nearby and does double damage. So he's doing that thing Batman does to Commissioner Gordon,
I don't know the other power - is that Strength Domain?
But 13th Age is full of overpowered powers, to be honest. If 4e characters are superheroes compared to AD&D, WE ARE GODS. My Rogue doesn't Stealth around the battle - he disappears from play entirely and then appears next turn somewhere nearby and does double damage. So he's doing that thing Batman does to Commissioner Gordon,
Yeah, there's a fair amount of "4e, but turned up a little bit" to the system in general. Little tricks here and there in the corners of the system that they didn't mess with. Another example of "what... what?" is the barbarian's rage, which makes all attack rolls work like the avenger's oath --- roll 2d20 and pick the one you want. Except also that if you roll 11+ on both and hit, it's a crit (so you are critting 25+standard crit range% of the time, basically).
13th Age is like "Hey remember how everyone loved the Paragon Tier of 4e? So do we. So we turned up the volume to 11. No pun intended."
But it's flexible and hilarious in all the right ways. For instance, my character hates a lot. So I have no doubt @bss will deliver an endless array of magical items that make him shiny and happy.
AnialosCollies are love, Collies are life!Shadowbrook ColliesRegistered Userregular
Oh yah, if you have the "only wizards should be able to do insane shit" attitude, 13th Age is definitely not for you. Every class can do some downright awesome crap starting at level one. What lvl 8 characters do to monsters will make weaker DMs cry.
I just got back from a business trip last night, encouraged by a call from my wife that a mysterious package had arrived at the door...it was my copy of 13th Age. I'm hoping this weekend to get some quiet time alone, light some scented candles, open up a nice bottle of wine and spend some time softly caressing the new rule set.
The book smells so fresh and wonderful, I can't wait.
My copy of 13th Age is, apparently, in the air over the Pacific somewhere.
I have to say, I think they are going to sell me every single book for this game, and I'm going to pay happily. I already want the Bestiary and 13 True Ways.
DMing a one-shot of something on August 25th, as some of my D&D group are away on holiday, and it looks like probably 13th Age. I am so looking forward to it.
Maybe it should get it's own thread at this point.
Just purely from a discussion density standpoint.
Because right now it's getting more posts than 4E or 5E, and those have their own threads.
Maybe, but it just got released. It's the new hotness. I reckon if we separate it out then that thread will die too fast for it to have been worth splitting off.
Edit: When I said in the air, I meant literally not metaphorically. It's on it's way to me through airmail.
poshniallo on
I figure I could take a bear.
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webguy20I spend too much time on the InternetRegistered Userregular
Man its like I've been welcomed to the promised land with all these new systems coming out. Playing Legend right now, just got the new Fate Core book, Torchbearer should be on its way soon, 13th age I would love to pick up, and I just backed Red Aegis on kickstarter, which looks pretty bad ass.
I am dismayed by the forum's seeming lack of interest in the Iron Kingdoms RPG. Revamped from its origins at a 3rd party D&D 3.5 setting, and building on the success of the Warmachine game, it uses what I think is a slick & easy rule system (coming from 3.5 anyway and even 4e). The art is fantastic.
The setting is full of swords, sorcery, guns and giant robots! Goblins with monacles and top hats! Steamboats! Magelock pistols! Dwarves with Orges serving as vassals! Dragons that enslave and corrupt elves! Elves that hate humanity for stealing the art of magic! Religious zealots who hate everybody! Steam powered armour!
Maybe it should get it's own thread at this point.
Just purely from a discussion density standpoint.
Because right now it's getting more posts than 4E or 5E, and those have their own threads.
Maybe, but it just got released. It's the new hotness. I reckon if we separate it out then that thread will die too fast for it to have been worth splitting off.
Edit: When I said in the air, I meant literally not metaphorically. It's on it's way to me through airmail.
I am dismayed by the forum's seeming lack of interest in the Iron Kingdoms RPG. Revamped from its origins at a 3rd party D&D 3.5 setting, and building on the success of the Warmachine game, it uses what I think is a slick & easy rule system (coming from 3.5 anyway and even 4e). The art is fantastic.
The setting is full of swords, sorcery, guns and giant robots! Goblins with monacles and top hats! Steamboats! Magelock pistols! Dwarves with Orges serving as vassals! Dragons that enslave and corrupt elves! Elves that hate humanity for stealing the art of magic! Religious zealots who hate everybody! Steam powered armour!
Seriously, what's not to love?
I would love to play it, and someone had a game rolling around here a few months ago (not sure if it fizzed out or what). The setting I wasn't too sure about.
I've been running a bi-weekly IKRPG game and it's been pretty cool.
Edit: We did have two games going, not congruently. The first game fizzled out after two weeks when the GM started to have real life issues. It had some promise but them's the brakes. The second game basically never even left the ground - the players kept trying to move it forward but the GM basically admitted to having zero commitment to regular posting.
I really like IKRPG, but the other players around me weren't too impressed even though they like Warmachine. I think it just wasn't suited for the type of games our DM likes to run.
Maybe it should get it's own thread at this point.
Just purely from a discussion density standpoint.
Because right now it's getting more posts than 4E or 5E, and those have their own threads.
Nah, I do t think it merits it's own thread. In a few weeks, we'll be talking about Shadowrun and Torchbearer more.
why aren't we talking about them more right now?
also those two currently top my "want to run these" list
Probably because Torchbearer didn't have as successful of a KS. I'm actually doing an all day dungeon design thing tomorrow. It's proving a challenge to design a dungeon for a game you've never played.
I can understand why people are so excited about 13th Age. Having read some of the rules it is definitely the spiritual successor to D&D4e, which is the favored system of this board. It's even more gamist than 4e, having a lot of risk/reward style mechanics. I think that's a good thing. I feel like this hobby sometimes has focused too much on the roleplaying and too little on the game aspect. By that I mean they've focused too much on simulation because it is supposed to increase immersion. I think that's bs, but to each their own. What I mean is it is a game, so the rules that govern it should be fun to play with. Give players some real decisions with their powers/abilities rather just picking the best one for the current situation. I also like some of the story gaming elements they've added, like the Icons and One Unique Thing.
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PDF can be bought here:
http://www.burningwheel.com/store/index.php/torchbearer-pdf.html
Yep! Not sure if that's intentional or if they haven't got around to updating the BW store, but I had to pull that frm my KS account.
I'd forgotten I even claimed a physical copy from the KS, it'd been so long.
This is highly encouraged! Do eeeeeet.
I think it's a really nifty little thing, though, and you could probably find a simulationist justification for it if you really needed to.
Also, yeah, the book has lots of good ideas to lift, and even acknowledges that early on --- it's happy being plundered.
Tabletop:13th Age (mm-mmm), D&D 4e
Occasional words about games: my site
Every turn, he rolls a die, and if it's less than the current Escalation die, then he gets an extra standard action.
He can get a glimpse of the near future sometimes, in battle, that saves a comrade from being hit. How far into the future? Roll a d6, and when the Escalation die reaches that level, the time has come.
So, there's plenty of ways that it can be extended beyond its basic uses, if you're so inclined.
WTF is that action economy?
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
"At the start of any battle, things are pretty chaotic and nobody's in the rhythm of the fight. As the fight goes on, though, you'll start to get in the swing of things, and also you'll begin to notice your enemy's patterns, habits and weaknesses."
Boom, enjoy your simulationist escalation die.
There's any number of reasons for battles getting more deadly as they go.
But extra Standard actions is crazypants. In any system where something requires a Standard action, it ought to do so for a reason. Getting more than one per turn is absurd unless there's some major restriction on it, and even then it's massively better than basically anything I can name in something like 4E.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
The escalation die is always a d6, that increases by one per turn. But every time his Cleric gets that free action, he steps up the dice he is rolling. So if he gets two standard actions, he is rolling a d10 and trying to get less than the escalation dice. And if we slacken off the pace, or don't engage the enemy, the escalation dice might reset.
But 13th Age is full of overpowered powers, to be honest. If 4e characters are superheroes compared to AD&D, WE ARE GODS. My Rogue doesn't Stealth around the battle - he disappears from play entirely and then appears next turn somewhere nearby and does double damage. So he's doing that thing Batman does to Commissioner Gordon,
I don't know the other power - is that Strength Domain?
Yeah, there's a fair amount of "4e, but turned up a little bit" to the system in general. Little tricks here and there in the corners of the system that they didn't mess with. Another example of "what... what?" is the barbarian's rage, which makes all attack rolls work like the avenger's oath --- roll 2d20 and pick the one you want. Except also that if you roll 11+ on both and hit, it's a crit (so you are critting 25+standard crit range% of the time, basically).
Misrecollection of Knowledge/Lore Domain, I think --- it grants an ally a reroll, after the escalation die value is reached.
Tabletop:13th Age (mm-mmm), D&D 4e
Occasional words about games: my site
But it's flexible and hilarious in all the right ways. For instance, my character hates a lot. So I have no doubt @bss will deliver an endless array of magical items that make him shiny and happy.
Also the last few posts have broken my resistance. 13th Age ordered.
It's like my Birthday present to myself or something.
The book smells so fresh and wonderful, I can't wait.
Tabletop:13th Age (mm-mmm), D&D 4e
Occasional words about games: my site
I have to say, I think they are going to sell me every single book for this game, and I'm going to pay happily. I already want the Bestiary and 13 True Ways.
DMing a one-shot of something on August 25th, as some of my D&D group are away on holiday, and it looks like probably 13th Age. I am so looking forward to it.
It is currently sitting on my dining room table, unopened. Where it shall likely remain until I arrive at my home. >_<
Yeah, that's how Knowledge read in an earlier pdf draft, sorry about that. I'm picking up my hard copy tomorrow, so that should reduce my confusion.
Strength domain still has a daily that lets me roll d20s for damage at epic, right?
Just purely from a discussion density standpoint.
Because right now it's getting more posts than 4E or 5E, and those have their own threads.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Maybe, but it just got released. It's the new hotness. I reckon if we separate it out then that thread will die too fast for it to have been worth splitting off.
Edit: When I said in the air, I meant literally not metaphorically. It's on it's way to me through airmail.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
The setting is full of swords, sorcery, guns and giant robots! Goblins with monacles and top hats! Steamboats! Magelock pistols! Dwarves with Orges serving as vassals! Dragons that enslave and corrupt elves! Elves that hate humanity for stealing the art of magic! Religious zealots who hate everybody! Steam powered armour!
Seriously, what's not to love?
Do you have an air mailbox?
I would love to play it, and someone had a game rolling around here a few months ago (not sure if it fizzed out or what). The setting I wasn't too sure about.
Edit: We did have two games going, not congruently. The first game fizzled out after two weeks when the GM started to have real life issues. It had some promise but them's the brakes. The second game basically never even left the ground - the players kept trying to move it forward but the GM basically admitted to having zero commitment to regular posting.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Nah, I do t think it merits it's own thread. In a few weeks, we'll be talking about Shadowrun and Torchbearer more.
why aren't we talking about them more right now?
also those two currently top my "want to run these" list
Probably because Torchbearer didn't have as successful of a KS. I'm actually doing an all day dungeon design thing tomorrow. It's proving a challenge to design a dungeon for a game you've never played.