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And in the [13th Age] there arose powerful Icons
Posts
BITD- Artemus Harrison
BITD- Artemus Harrison
Also anybody know what's the latest on Glorantha?
BITD- Artemus Harrison
BITD- Artemus Harrison
Nod. Get treat. PSN: QuipFilter
BITD- Artemus Harrison
BITD- Artemus Harrison
Of course that's something I like more overall about 13th Age, is how fluffy it manages to be while still being more or less open-ended on damn near everything.
BITD- Artemus Harrison
BITD- Artemus Harrison
BITD- Artemus Harrison
BITD- Artemus Harrison
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
The Disappearance of Inigo Sharpe: Tomas à Dunsanin
Each sheet is a different encounter, and I'm hoping to have a number of traps in between encounters, and if I can get Bestiary 2 maybe add some of those battlefield triggers you were talking about.
Remember in 13th Age pacing is 3-4 fights/challenges should lead to a significant accomplishment of some sort so the party can actually rest. You can short cut this a bit for various reasons but in the first exposure to the system I wouldn't. I would do the exact opposite and use it as an opportunity to beat them over the head with it.
Nod. Get treat. PSN: QuipFilter
BITD- Artemus Harrison
Yeah, that sounds fine and with a little story dressing I think that can easily be made to feel significant.
Nod. Get treat. PSN: QuipFilter
Opening Crawl
No longer the mythical turn of seasons, the daily failing of the sun, the long winter of little light, and even less food. All this the gods have given us, and in return, nothing is required of our lives. Merely that when our time is appointed, we travel to the holy city, there to join in the eternal choir.
Our gods overthrew the tyranny of nature, cast out the night, and lifted humanity to a height not yet seen.
BITD- Artemus Harrison
We'll see if I ever get my plumbing fixed, and my house put back together, and if my daughter ever settles in to a sleeping schedule.
You might want to have a backup plan for "the other seasons are breaking free of their prison as you arrive" and/or "something you did accidentally broke the seal" just in case the PCs aren't on board with your plan.
Edit: Or they can choose to not chase the seasons and let everything implode, and I'll come up with some sort of post apocalypse story line that Gaston will hate. Or Tiamat will return to the world, conquer death, and use humanities souls as a Kardashev 1 level battery for interstellar domination... I think I need more coffee...
One I saw had spells broken down into Blasts, Curses, and Hexes. Blasts are straight damage, Curses are single-target mostly effect spells, and Hexes are more utility/area spells. I thought that was neat, but would just give them the one single Eldritch Blast and probably change the spell types to Hexes and Invocations.
Pact was a class feature and you basically chose from any icon except for the dragons, the Emperor, or the Dwarf. All the others are available to choose from and you get a 1/battle effect, with a feat chain. I liked that but would add to the class feature that you have to spend one of your Icon dice on your Patron.
Talents were basically what you'd expect based on Warlock Invocations in D&D. One was Hexblade that gave you better melee damage and let you use I think Con for melee attacks instead of Str. Since I was thinking of dropping Blasts as a whole, I'd probably have a bunch of Talents modify Eldritch Blast the way some Invocations can. Would definitely have the Warlock gain extra Talents. Although I think the only classes they currently do that are classes that don't really get anything like spellcasting, but someone else may wanna confirm that?
All in all I think it's a good start but I'd want to play around with it a bit more. I really hope the next supplement they do has at least a couple more of the more common classes in it. So far they've been pretty good at preventing bloat.
I want to just give them the power Warlock's Curse. The idea is that all warlock magics work on fundamentally not-good juju. Yes you may have gained your power by signing a pact with the High Druid, but your magic is still fundamentally not super happy fun time stuff!
So I was thinking of doing that, and having it be 1/battle, ranged, quick action, 1 nearby enemy - the target is cursed and takes additional damage equal to (ability modifier probably) whenever you hit or miss the target with an attack. This effect lasts until the end of the encounter or until the enemy dies.
With a probably champion tier feat that allows you to change the target once per battle when the current target dies.
(I've got some other stuff planned, just asking about that specific idea on its own).
like, maybe it does 1d6 per level damage once the escalation die reaches 4
or maybe its effect only works on even rolls, which while weakening it, would let it be a more common tool
This is kind of a joke, but it goes along with the redcaps
what're folks' thoughts on it?
Glorantha in general is interesting but ultimately not a setting I feel like I'd want to engage with. I guess it's one of the oldest settings in TT? And apparently there's metric fucktons of lore that might beat out Forgotten Realms unless you count all the novels (again, apparently).
The new classes and new class options for 13A classes is always nice, and having them be designed to work for Glorantha but ultimately compatible with 13A is always good. Apparently there's two new races as well.
In general the Runes are interesting, and I might like them more than the Icons, if only because they're generic forces of nature and can help shape a philosophy/worldview, and it cuts out any potential issues that might arise from uberNPCs being the ones actually in charge.
Overall I'd say it's interesting, and I'm glad to see the 13th Age mechanics and system get more coverage, but the setting specifically doesn't super appeal to me, personally.
Reportedly the Demonologist is a lot like the Druid by way of "build your own class" style, which I really, really loved about the Druid and I hope there's a solid future for that style of class building in RPGs.
For those who liked that style and enjoyed the 3.x system you may wanna check out Legend RPG, it has a general feel of each class having access to a series of "tracks" that give it a similar style.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
Here is what I have, basically a directly adaption of the 4e version. I like the idea of them getting stronger when they are staggered, but these are kinda bland.
Shifter - +2 Str or +2 Con, choose one:
• longtooth shifting – when you are staggered, gain +2 damage and regen 2 (champion: regen 4; epic: regen 8)
• razorclaw shifting – when you are staggered, gain +1 AC and +1 PD