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2012-09-23, 07:01 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- Bristol, UK
- Gender
[13th Age] New game/Kickstarter - like D&D4e-lite
I've recently discovered a new game in the works, 13th Age, 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.
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.
“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
Originally Posted by Shinya
Something I thought was nice was an example monster stat-block I saw elsewhere:
SpoilerHOBGOBLIN
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
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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
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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, if you want to listen to people playing and talking about the game.Last edited by Kiero; 2012-09-23 at 07:03 AM.
Wushu Open Reloaded
Actual Play: The Shadow of the Sun (Acrozatarim's WFRP campaign) as Pawel Hals and Mass: the Effecting - Transcendence as Russell Ortiz.
Now running: Tyche's Favourites, a historical ACKS campaign set around Massalia 300BC.
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