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About 13th Age
Currently brought to you by hippo, Tilal, hvg3akaek, Aethera, and Ghostwriter.
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hippo has returned! (October 2019)
Last edited by Aethera; Oct 12th, 2014 at 05:00 PM. |
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13th Age Overview
Overview of 13th Age
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hippo has returned! (October 2019)
Last edited by hippo; Sep 13th, 2014 at 11:21 AM. |
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Icons
About Icons
For individual Icons, consult the appropriate setting information thread listed here or in your game forum:
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hippo has returned! (October 2019)
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One Unique Thing
One Unique Thing
Authors:Tilal
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hippo has returned! (October 2019)
Last edited by Tilal; Jun 26th, 2015 at 12:21 PM. |
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Icon Relationships
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hippo has returned! (October 2019)
Last edited by Aethera; Oct 8th, 2014 at 02:40 PM. |
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Backgrounds
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hippo has returned! (October 2019)
Last edited by Tilal; Jun 26th, 2015 at 12:26 PM. |
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Races
Races
Races (13th Age SRD) Authors: Aethera
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hippo has returned! (October 2019)
Last edited by Aethera; Jun 25th, 2015 at 09:10 PM. |
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Classes
Classes
For more detail, check out the classes thread, or click any of the class names below. Official Classes (Core Rulebook)Official Classes (13 True Ways)
Classes (13th Age SRD) Authors: hippo, Aethera
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hippo has returned! (October 2019)
Last edited by Aethera; Oct 12th, 2014 at 06:20 PM. |
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Feats
Feats
Feats in 13th Age don't come in the complex trees familiar to players of D&D 3/3.5e, Pathfinder or even D&D 4e. Feats are more closely tied to class talents or various powers. Feats enhance things that a character can already do, rather than open up new avenues for the characters. Because the feats are so closely tied to powers in the game, as characters can swap out those powers or spells they can also swap out feats associated with those powers and replace them. This is especially powerful for spellcasters, who can usually change their spells every full heal-up. So a wizard who assigned an Adventurer level feat to a spell could choose to not memorize that spell on a given day and have a feat to be applied to another spell. Feats (13th Age SRD) Authors: hippo
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hippo has returned! (October 2019)
Last edited by Aethera; Oct 8th, 2014 at 02:37 PM. |
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Escalation Die
The escalation die is an innovative piece of RPG technology which both speeds along combat and makes characters feel heroic. Starting on the second round of combat the escalation die comes into play with a value of 1. The PCs add the escalation die to their attack roles. Each round the characters fully engage in the combat the escalation die increases on the subsequent round, to a maximum value of 6.
Mechanically the escalation die has a number of benefits:
Authors: hippo
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hippo has returned! (October 2019)
Last edited by hippo; Sep 26th, 2014 at 02:32 AM. |
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Simplified Monsters/NPCs
Simplified Monsters/NPCs
Authors:
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hippo has returned! (October 2019)
Last edited by hippo; Sep 13th, 2014 at 10:33 PM. |
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Abstract Positioning
Abstract Positioning
The combat system cares about movement and position, but only in simple/approximate terms. It emphasizes where people are and who's fighting whom. Whereabouts Each creature has a general, relative position on the battlefield. Combat is dynamic and fluid, so miniatures can't really represent where a character 'really is.'
Engagement In a battle, each combatant is either engaged (locked in combat with one or more enemies) or unengaged (free). When two allies are engaged with the same enemy, they are considered next to each other.
Authors: Aethera
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hippo has returned! (October 2019)
Last edited by Aethera; Oct 8th, 2014 at 03:22 PM. |
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Simplified Mechanics
Simplified Mechanics
- fewer conditions - far fewer bonuses - no flanking Authors:
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hippo has returned! (October 2019)
Last edited by hippo; Sep 13th, 2014 at 10:33 PM. |
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Icon Relationship Rolls
Rolling Icon Relationship Dice
To check your icon relationship (your relationship with a particular icon), roll a d6 for each point you have in the relationship. This means that you will usually roll 1, 2, or 3 dice. (At epic level, it may be 4.) If any die is a 6, you get some meaningful advantage from the relationship without having complications. If two or three dice come up 6, that's even better. If any die is a 5, your connection to the icon is going to work out as well as a 6 would, but with some unexpected complication. If it's a good icon you might be drawn into some obligation. If it's a villainous icon, you might attract unwanted attention. Rolling 5s when you also rolled 6s should make life both interesting and advantageous! Getting Help from Icon Relationships The most straightforward way to use your relationship points is on positive or conflicted connections that generally provide you with outright assistance and useful information. Negative relationships usually provide inside knowledge, special skills, opportunistic allies, and possibly some sort of supernatural advantage against a villain. Often you might find that enemies of your rival see you as an opportunity to strike against that mutual enemy. You might get help, wealth and resources, and even magic items from quite unexpected sources, some of which may not be entirely to your liking. A negative relationship with a thoroughly villainous icon is more in keeping with the heroic lifestyle, but you should expect that the assistance you get from a negative relationship may end up being more directly confrontational than more conventional conflicted and positive relationships. In addition to aid from others, icon relationships provide characters with special knowledge. Using Icon Relationship Results See: examples from Tilal's Voyages from the Lost Star. Icon Relationships (13th Age SRD) Authors: Aethera
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hippo has returned! (October 2019)
Last edited by Aethera; Oct 8th, 2014 at 04:18 PM. |
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Montage
The montage is a piece of storytelling technology from the Tales of the 13th Age Organized Play Adventures. It serves as a way for the characters to advance their story and be awesome. Usually the montage section is a transition between planned parts of an adventure and represent travel or some easily overcome obstacles. The players in turn come up with "challenges" for the group to face, and a different player creatively describes how the characters defeat the challenge. There is no skill roll - the characters will succeed. But it gives the players a chance to explore sides of their characters and relationships that may not come up during the course of normal play.
Authors: hippo
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hippo has returned! (October 2019)
Last edited by Aethera; Oct 8th, 2014 at 02:23 PM. Reason: Grammar fix. |
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