ModelCitizen wrote:K wrote:
Honestly, it's no different from having any other more powerful NPC in the game. The same people who hate the Icons are also going to be upset if you tell them that they can't kill the King and take over the Kingdom at 1st level.
No. But I would be upset if I also couldn't kill the king at 5th or 10th or 20th level, because the DM / writer decided he was too important to be killed by a mere PC and thus didn't even give him stats.
Then that is a DM/table problem. If the player wants to kill the king at 1st level, he could certainly try at my table, although he'd
probably have to call in a
lot of favors**, and even if he kills the king, the political upheavals and other story-based effects would still go on... it's not like everybody will all of a sudden cheer then rolling credits would come up and the story would end.
Although if the PC's only motivation was to kill the king in the first place, I'm going to have to ask the player to change his PC's motivation once the king is dead, simply because it doesn't make sense to kill a non-undead dead guy.
** extensive use of the relationship die, which could be established as Enemy of Icon +X (being able to acquire aid from those who dislike the Icon themselves but are unable to act themselves [fear of breaking status quo, political status, or whatever other reasons as established by the DM and players])
ModelCitizen wrote:Here's a mechanic that's similar but not shitty: If a PC takes Lich King emnity the DM actually stats up a big bad undead wizard and works it into his world somehow. The book doesn't have to include a statblock for any one Lich King, it's just an archetype that's assumed to be represented by at least one character in every possible campaign world. Depending on your campaign's level that archetype might be represented by the level 7 ruler of a 50 square miles of swamp, or it might be the undead god-king of the ancient super-civilization from three planes over. However, the game does assume the Lich King must be an actual NPC with actual stats, and the rules for the Wizard or Necromancer class are written to support that well. Scrying is well-defined and very limited, low-mid-level wizards can make lots of low-level undead and send them out to do stuff but can't really coordinate them well, and so on.
That could actually be good, but it's not what 13th Age does.
Here's a 13th Age mechanic that I consider even better:
The PCs want to kill the king? Sure, go ahead. Now comes several hours' or sessions' worth of storytelling and challenges that could ultimately bring the PCs to the point where they catch the king unaware and unable to defend himself (like if he's asleep and they get to go past the guards). He's unaware, he's unable to defend himself, and they want to kill him. What happens next? Simple: they kill him. One slit of the throat, or stuffing his face in a pillow, or one bullet/bolt/arrow/dagger/fullblade to the head. It's not like they can miss at that point, now can they?
No stats doesn't mean invulnerability. It simply means that the stats are irrelevant. If they want to face the king in open combat, then by all means give him stats. But most of the time it'll be vague and distant interactions with the king (likely interactions with lower ranking people instead), interactions that don't require combat rules in the first place.
4E tells you to only give stats when they're necessary or relevant. If a PC wants to kill an NPC and the NPC is not combat-effective, there is no reason to suddenly bring out a complex battlemat just to know if he lives or dies. Seems like 13th Age embraces and enhances that tradition
