By Pelgrane Press
Thirteenth Age combines the simplest elements of conventional d20-rolling myth gaming with new story-focused principles, designed so that you can run the type of online game you so much are looking to play along with your staff. Created by means of Rob Heinsoo and Jonathan Tweet, thirteenth Age grants the entire instruments you want to make specified characters who're instantly embedded within the atmosphere in vital methods; fast organize adventures in line with the desktops’ backgrounds and targets; create your personal monsters; struggle interesting battles; and concentrate on what’s continuously been cool and enjoyable approximately delusion event gaming:
• Icon relationships and One distinct issues provide intriguing storytelling possibilities
• Backgrounds supply an easy, versatile ability process drawn from characters’ own histories
• Escalation cube permit enjoyable, fast-moving d20 combat.
• Owlbears will rip PC’s limbs off to feed their young.
About thirteenth Age
In the thirteenth Age of the area, adventurers search their fortunes within the Dragon Empire whereas strong participants often called Icons pursue ambitions which could look after the empire from chaos, or ship it over the edge.
Players make a decision which Icons their characters best friend with, and which of them they oppose. those relationships, besides a private background and a different trait selected in the course of personality production, aid outline an adventurer’s position on this planet of thirteenth Age and lay the foundation for epic tales that emerge via play.
There also are enjoyable new ideas for hitting orcs and making them move splat.
“Our objective with thirteenth Age is to recapture the free-wheeling kind of old-school gaming by means of making a online game with extra soul and less technical information. …13th Age makes the play group’s crusade the heart of consciousness, with a toolkit of principles that you should choose and select from in accordance with the type of video game you must play. The mechanics draw from vintage video games in addition to more recent, story-based games.” – Jonathan Tweet, co-designer
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Additional info for 13th Age: Core Book
You’re an adventurer-tier hero. Some day maybe you’ll be epic. There are uniques that would be right for an epictier character that aren’t right for an adventurer-tier character. I am a dragon rider: When Rob had a player want to be a dragon rider, he said that seemed like a great thing for the character to grow into. At 1st level, Rob said that the character would be better off having a special rapport with dragons. In this case, the character had established that part of their background was having had a noble title stripped from them.
Generate abilities: Many groups think that rolling character ability scores is fun. Other groups that are more concerned about fairness prefer to use a standard d20 point-buy system with 28 points. Both methods work. We think either method is fine, and are okay with letting the player choose. Combat stats: Use powers, abilities, and base stats by class to calculate basic attack bonuses and damage, power/spell attack bonuses and damage, Armor Class, Physical Defense, Mental Defense, hit points, and Initiative.
And that’s a terrible ability to allow into the game; along with mind control and seeing the future, being able to tell whether NPCs are lying can ruin dozens of excellent stories. So I reinterpreted the unique to be fun for both of us: this character has a unique relationship with shadows. He does see things that no one else sees in them. But he doesn’t see anything until I tell him what the shadows look like. He has to interpret the fact that his ally’s shadow just turned into the shadow of an axe (well, that wasn’t hard, given that his friend had just picked up a roaring epic weapon), or that the shadow of a wizard’s spellbook now looks like the shadow of a book on fire (much more cryptic).
13th Age: Core Book by Pelgrane Press