mean_liar wrote:I didn't really see anything in 13th Age that was striking other than the built-in 13 Icons (or Idols or whatever). Otherwise it's basically a stripped-down version of 4e, yes?
There are similarities, certainly. Just like there are differences.
For example:
- the game uses relative distances and positioning instead of squares, feet and mat.
- dwarves, halflings and humans use the same speed.
- most values used by opponents are static, the opponents have several attack modes. D20 attack roll decides whether an attack is a hit and what attack mode is used.
- the opponents go down quickly, but not fast enough to lack opportunity to hit back.
- the mooks deal 1/3 damage, have 1/5 hitpoints and leftover damage spills from downed mook to the next.
- there are no iterative attacks. Martials are not penalized for moving.
- flight is an epic (9th level) spell
- magic items can be divided into cosmetic (weapons, armors) and wondrous
- damage and ability bonuses to damage scale with levels
- level up hitpoints are fixed and improved by con bonus
- GM sets the DC, the PCs come with modifiers (backgrounds, levels, abilities)
And so on. I'm not claiming the system is perfect for everyone.
Regards,
Ruemere
PS. I guess that for the sake of decency, I should give a few examples of system weaknesses:
- the monsters are simple, sometimes too simple. The GM needs to actively work with players to ensure that longer combats are as interesting as shorter ones.
- also, since monsters are very simple in terms of statblocks, use of out of combat abilities is problematic in vanilla core book. So as a GM you do one of the three things
-- use GM's fiat when you want to do some behind the scenes action, or have a monster try to do something that is not combat related
-- put the monster against a PC, and have PC roll a check
-- (or, like me) assign proper background to the monster and do a normal check
- the reward system is based on PCs achieving a goal (minor goal - you get an increment ability toward full level; large goal - you get a full level), but there is no fixed system for this. Therefore your players may feel left hanging in a limbo as to their own personal progress. Again, there are several ways to do this:
-- use incremental progress reward system, and explain the players what they need to achieve to get a next increment
-- implement alternative reward system (castles, reputation, special backgrounds)
-- focus on the story and tell the players that they get a level once they complete a story arc successfully and in accordance with their tier (adventurers need to complete an adventure, champions need to champion a larger cause, and epic heroes need to do something epic). Of course, you should lay such goals or requirements in front of the players (note: this is my interpretation of what the game manual says - you're likely to disagree with me)
PS 2.: Sample monsters:
- a bestiary entry:
http://www.enworld.org/forum/showthread ... The-Redcap!
- SRD monsters:
Just the monster SRD