Simon Rogers wrote:Incidentally, which version of the 13th Age are you getting the idea of unkillable icons with obligatory personal relationships from?
I'm getting that out of the playtest docs that have been released after the NDA expired. The ones where "The Diabolist hates you personally and periodically shows up and fucks with you because of her
personal grudge against you
personally, like she has been doing since before you were even a 1st level character" is right there front and center.
To be honest, I totally believe you that writing up a game that was being pissed on by 13 Harlequins (well,
15, because of "The Three") was not your intention. It's also relatively easily fixed. Bringing the Icons from "Unstatted" to "Unstatted
Yet" would be fine. Just write "The Icons are between Levels X and Y, and make good antagonists for characters of level N and above" somewhere and be done with it. The thing where several of the sample characters have "Icon X totally cares about your character personally and your character only lives to see tomorrow because that Icon thinks it is hella funny" has to go.
I can't see what you guys are writing
now, only what you guys wrote in the past. Because I'm not part of the playtest, so I only see stuff
after a round of playtesting is over and people put it on google docs. And maybe you were being deliberately hyperbolic and overly gonzo with your "unique things" and Icon relationships for the playtest. But I can say without exaggeration or fear of contradiction: those were significantly too far over the top. Not just from the standpoint of the characters having Mary Sueitis to the point where I wanted to hurl - but actually to the point that the degree of plot intrusion of the characters' backgrounds is destructive to cooperative storytelling by having the destinies and vendettas of individual characters feature too large in the face of
party goals.
That being said: I can tell that I'm
not the intended audience for this work. This work is aimed at people who really liked 4th edition D&D, and I'm not one of those people. I thought 4th edition was terrible. And before you could ever get me on board with a game that was
like 4th edition, you'd have to address a number of problems with it.
- First of all: Durations. It is not acceptable for there to be two or more functionally distinct amounts of time that an ability can last that are essentially "one round". Having abilities and effects that end at the beginning, middle, and end of your round based on subtleties of grammar in the description is not OK. That is a level of fiddliness that is a straight deal breaker. It really doesn't matter how many cool ideas you have: if your turn by turn accounting is that confusing I am not going to play.
Secondly: Padded Sumo. I reckon you've heard this one before, but 4th edition D&D combats go on too long. Monsters get hundreds of hit points and players take forever to grind them down.
Thirdly: Interesting Abilities. In 4th edition, people basically just do damage with or without small effect riders. They don't have abilities that do things. That's not OK.
Now of those, 13th Age clearly isn't coming through on any of them, except possibly the Padded Sumo issue. But even then, the Padded Sumo issue is only being addressed by the Escalation Die. And to my mind, that's basically admitting failure. The combats don't end in a reasonable amount of time, so the timer just shuffles them off the board on its own.
There are playtest abilities on the
same character sheet that last one round but end at different parts of the turn. That is
extremely not OK. And the Fighter's abilities are... all just accounting shuffling about how much damage gets dealt. The Fighter doesn't have any
abilities.
So clearly what you have is not for me. I don't know who it
is for, but it definitely isn't me.
-Username17