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View Full Version : [13th Age] New game/Kickstarter - like D&D4e-lite



Kiero
2012-09-23, 07:01 AM
I've recently discovered a new game in the works, 13th Age (http://www.pelgranepress.com/?p=8354), which is a lighter (not rules light!) spin on D&D 4th edition (and some influences from older editions in places) designed by Rob Heinsoo and Jonathan Tweet from Pelgrane Press (http://www.pelgranepress.com/?cat=248).

Here's a bit of marketing blurb:


In the 13th Age of the world, adventurers seek their fortunes in the Dragon Empire while powerful individuals known as icons pursue goals that may preserve the empire from chaos, or send it over the edge.

Players decide which icons their characters ally with, and which ones they oppose. These relationships, along with a personal history and a unique trait chosen during character creation, help define an adventurer’s place in the world of 13th Age and lay the groundwork for epic stories that emerge through play.

There are also fun new rules for hitting orcs and making them go splat.

An early draft of 13th Age was playtested by more than 200 gaming groups around the world. The game will be published by Pelgrane Press when it is ready; which may be in September 2012, or a bit later.

And some obligatory designer quoting:


“Our goal with 13th Age is to recapture the free-wheeling style of old-school gaming by creating a game with more soul and fewer technical details. …13th Age makes the play group’s campaign the center of attention, with a toolkit of rules that you can pick and choose from based on the kind of game you want to play. The mechanics draw from classic games as well as newer, story-based games.” – Jonathan Tweet, co-designer

Here's some examples of 1st level Player Characters:


At the Something Awful forum the user Mikan posted the character sheets from his playtest.

Those are very interesting — thus I decided to share — because they really showcase the RP potential of the Icon relationships and the "One Unique Thing" trait every character has. Also, as the document itself encourages, all class features and powers have been reskinned to match the character's themes. (Those are all 1st level characters.)

Human Fighter (https://docs.google.com/document/d/1pDeuP9v8LtYnWuqlJ785zF9iEPDvABYUG5DucE6nLic/edit)
Gnome Bard (https://docs.google.com/document/d/1G43LhomJtKhClGo2uMok4tdBbuvJIqUKfuMUkMnGXNM/edit)
Elven Ranger (https://docs.google.com/document/d/1ar1Nn2RX8UQ49S5jf5W7gIvx0YToOGZ5CHUBtRB05g0/edit)
Dwarfforged Sorcerer (https://docs.google.com/document/d/1xvulOua6p07t3t7ihlh0JqzloAkyk-yPspmSLXmh9Is/edit)
Half-orc Cleric (https://docs.google.com/document/d/1wwqteOZXbxWvGv36bimEAVBtEShTGy38NhOEDjg5hwk/edit)

Apparently characters only have 10 levels. The character sheet is here (http://www.pelgranepress.com/site/wp-content/uploads/2012/08/13thAge_EscalationEd_charactersheet_form_savable.p df); only two pages, not the 6+ page behemoth you get in 4th edition as standard.

Something I thought was nice was an example monster stat-block I saw elsewhere:

HOBGOBLIN
2nd level troop Initiative: +3 [Goblin]

Longsword +7 vs. AC, 2d6 damage
Natural even miss: (Discipline) Deal 2 damage

Group Ability
For every two hobgoblins in the fight (round up), you get one use per fight of the Well-Armored ability.

Well-Armored: Ignore all damage from a hit (but not a crit) against AC.

AC 19
PD 14 (Physical Defense)
MD 14 (Mental Defense)
HP 32

-----------------------
ETTIN
5th level large troop Initiative: +9 [Giant]

One standard action, two attacks, usually with a move-in-between as the ettin uses its other mind to choose a different target

M: First Big Swing +10 vs. AC, 6d6 damage and target pops-off the ettin
(Ettin moves)
M: Second Big Swing +10 vs. AC against a different nearby target than the first swing: 6d6 damage
[[If the ettin must use its second big swing against the same target as the first, it suffers a -4 penalty with the attack]]

Knockback and Move tactics: Ettins want to use their move to engage a new enemy after their first big swing hits and knocks back their first foe. If their first swing misses, they’re likely to try to disengage and go after a different foe.

High level special...
Two Headed Save: If an ettin’s first save against an effect fails, roll a second save.

AC 21
PD 18
MD 14
HP 160

-----------------------
LARGE RED DRAGON
Large 10 th level wrecker Initiative: +13 (+13) [Dragon]

Fiery breath, hits a group of up to 5 nearby enemies. +15 vs PD • 6d10 fire damage (3d6x10)
Miss: Half damage.

1d3 times per encounter. (@builds progress into the battle, from fiery to non fiery)

Standard action is two attacks.

Fangs, claws, and/or tail • +15 • 1d8x10 (3d6x10)

Escalator. Add escalation die to attacks.

Fear. Engaged enemies with 72 hp or less are dazed with fear (-4 attacks).

AC 26
PD 24
MD 20
HP 430

There's some actual play podcasts here (http://agameofwhits.blogspot.co.uk/search/label/13th%20Age), if you want to listen to people playing and talking about the game.