Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

9/24/2014

5 Further Potions for 13th Age!


The time has come for me to release to the world several more potions from the secret text given to me by a dying alchemist. His last wish was that I give his closely guarded family secrets to the world. Probably. It was hard to hear, he was mumbling. Still, his loss is your gain! 

Potion of Concealment from Animals
Being able to pass unnoticed beyond a hungry pack of wolves isn't just a neat trick, it can be life-saving. 

You become effectively invisible to any creatures with the 'beast' keyword. As with invisibility spells, any attack or flashy action will dispel this effect. 

TierCostDuration
Adventurer175gp5 minutes
Champion325gp15 minutes
Epic650gp30 minutes

Potion of Concealment from Undead
Best not to think about what's in it; just be thankful the zombies seem to have taken you off the menu. 

You become effectively invisible to any creatures with the 'undead' keyword. As with invisibility spells, any attack or flashy action will dispel this effect. Very intelligent undead, such as liches or vampires, may, at the DM's discretion, make a hard save  (16+) to see through this effect. You should inform your players if this is a possibility. 

TierCostDuration
Adventurer210gp5 minutes
Champion425gp15 minutes
Epic850gp30 minutes

Potion of Jumping
This potion tastes like rubber and bounces inside around its bottle somewhat alarmingly. Once drunk, being able to jump great distances or heights is a doddle! No check is required, and the effects of the potion mean that landing from a height won't hurt unless the distance travelled is greater than potions listed effect doubled (once up, once down!).

TierCostDistanceHeightDuration
Adventurer175gp10m2m1 minute
Champion325gp15m4m5 minutes
Epic650gp25m8m15 minutes

Potion of Undetectable Passage
Once this potion has been drunk, the imbiber leaves no trace of their passing. Snapped sticks underfoot will mend themselves, kicked stones will roll back into place and footprints will fade away. Tracking the imbiber is impossible without magical means.

TierCostDuration
Adventurer210gp15 minutes
Champion425gp1 hour
Epic850gp6 hours

Potion of Distant Vision
This deep black liquid allows the imbiber to see as if he were within a distant area. The area to be looked at must be declared upon drinking the potion. If the area is not known to the imbiber (i.e. he has never been there before), he must pass a normal saving throw, or nothing is seen. These potions are incredibly useful for getting the lay of the land ahead, or keeping watch on a distant area.

TierCostDistanceDuration of Potion Effect
Champion325gp5 metres30 seconds
Epic650gp30 metres5 minutes

9/04/2014

Icons of the Ashen Coast - The Platinum Shield

The Platinum Shield scour the Ashen Coast for the dark followers of the Evil Gods.

When designing the icons for the Ashen Coast I originally wanted, where possible, to emulate the archetypes illustrated in the 13th Age core book. Naturally, the Platinum Shield are analogous to the Great Gold Wyrm. 




THE PLATINUM SHIELD
Revering Saint Laila and the metallic dragons, the Platinum Shield are the Ashen Coast's first line of defence against the dark gods. 

Quote
'A Knight must be pure of heart and noble of purpose; like our beloved Laila. She was the very spirit of a dragon. We can only strive to emulate her. We will never equal her.'

Usual Location
The Platinum Shield's headquarters are located at Fralfield, a days march from the Plague Bulwark. In truth the majority of knights are manning the wall or questing throughout the Ashen Coast. 

Common Knowledge
Since the Plague Bulwark was constructed there has been an order set up to protect it. The threats behind the Bulwark are more terrible than most could face; only the purest of heart could hope to stand before the followers of the dark gods day after day and remain unscathed in body and soul. 

The order's prime duty is to protect Thun from the terrible evils beyond the Plague Bulwark. However, due to the dire state of Thun's Royal Navy, many evil clerics from the Tenebrae Cabal make it off the peninsular and move inland, spreading their evil. As a response, the Platinum Shield roves the Ashen Coast, hunting down these evil priests, or worse. Worship of the evil gods is not limited to the Cabal, and the Shield has become adept at finding hidden devotees.

The order has a strict hierarchy, with ranks following the colouring of their revered metallic dragons so that Brass is the lowest rank, held by the freshest initiates, and Platinum is the highest, held only by the Master of the order. The current Platinum Master is Diogo Corte-Real, an elderly man, thought soon to step aside to one of his inner circle. However, that has been the rumour for many years and his Gold Knights continue to jostle for his favour. 

Adventurer's and the Icon
Fighters make up the bulk of the order, although there are many Paladins and Clerics as well, the majority of which worship Derne (God of War and Law) or Sorath (God of Sun, Light and Truth). In theory, however, anyone can join the order if they prove themselves stout enough of heart and pure of soul.

Allies
The Knights of the Platinum Shield are pledged to protect Thun and its King. As a holy order, they are natural allies to the High Priestess and, as a Paladin, they respect the Elven Baron.

Enemies
The Tenebrae Cabal is the sworn enemy of the Platinum Shield, and must be destroyed at all costs. The Devil is a new threat, but an unholy one nonetheless, and the quest to destroy the Cult of Mammon is gaining traction within the order. 

History
The evils of the Empire of Turin once ran rampant throughout the Coast, and on one peninsular in particular; entire towns and villages were entirely subjugated to the wills of dark priests. Eventually, even the Governor, Tyrmund, realised something must be done and ordered the construction of a great wall to prevent the spread of foul undead and terrible disease. 

In the years following the end of the Empire, the wall fell into disrepair under the degradations of the evil magicks beyond it and was almost breached, threatening the surrounding towns and villages.

In a town far from the Bulwark, in the northern Duchy of Arromere, the young Laila de Freitas dreamt of the Platinum Dragon, standing resplendent before a wall that spanned over a hundred miles. Laila was brought up in poverty in a world of browns and greys, she wept to look upon his awesome countenance. The Platinum Shield say that he imparted a message to her, though the exact wording has been long lost, if she ever revealed it. Then he spread his great wings and flew away, leaving Laila standing alone before the wall. Now she could see that it was cracked, a huge chasm cut into it. Feeling no fear, she strode towards it and placed her hands upon it. Even as searing pain burnt her flesh away, the crack shank into oblivion, sealing the wall once more. 

Waking that morning, Laila took up her fathers old sword and began her long pilgrimage south. As she journeyed, she helped many in need and defeated many evils. More and more pledged themselves to her cause and by the time she reached the Plague Bulwark nearly five hundred pilgrims stood beside her.  

The wall was exactly as she had dreamt it, crack and all. She trembled, knowing that only she could seal the breach - but that it would cost her her life. As she hesitated, the aperture grew larger and the wall finally shattered. Plague ridden beasts and undead, driven on by evil wizards and vile clerics flooded from the breach. The pilgrims stood firm, encouraged by the prayers of Laila, but many were only farmers and peasants - they could not hope to stand against such a force. 

The cause finally seemed lost as Laila was struck down by a priest of Kostro; god of Vanity, Tyranny, and Violence. Terrified, the remaining pilgrims turned to run. Then there was the flash of light and before them Laila rose to the air, great platinum metallic wings spread, her fathers old sword now a glorious Holy Avenger. She breathed deadly fire upon the evil host, and drove them back with her enchanted blade. Encouraged, the pilgrims fought all the harder and not a single other was lost. 

The battle over, Laila flew to the shattered wall and plunged her blade into the ground. A great platinum seal filled the gap, energy flowing from her reforged body. The Bulwark was reforged and Laila fell, lifeless to the ground. The pilgrims swore an oath that the Bulwark would never fall into such disrepair again, that Laila's brave sacrifice would not be in vain. They would be the Platinum Shield. 

The True Danger
Everything will be alright as long as the Plague Bulwark stands between the Ashen Coast and devastation.

Would you join the Platinum Shield or throw your lot in with the Dark Gods? Let me know! 

7/29/2014

Poisons of the 13th Age

When I came to 'poison' in my list of potions to make for 13th Age, I quickly realised it deserved a more thorough writeup than a single entry. This is the result. 


Adventurers, particularly those of a more amoral or mercenary bent, often make use of poisons. Poisons are usually ingested, but some very vile concoctions can kill merely through contact with the flesh and others might be a dust or gas. 

Rather than being bought by tier, like other potions, poisons are purchased with different effects in mind. Each effect you wish your poison to have increases its cost and if a incredibly deadly poison is desired the DM may determine that it may take some time to concoct, or that specialist, hard to come by, ingredients may be required. Whilst there is no limit to the number of effects you can combine into one poison this is, again, likely to substantially increase the time the poison requires to make and the rarity of ingredients.

When constructing your potion you will need at least one method of affliction (ingested, inhaled, or through skin contact) and one effect. 

In the vast, vast, majority of cases the victim will not willingly take the poison. In this situation you must attempt to conceal your vile concoction in such a way that it will afflict them. Common places are in a meal, or drink although the only limit is your imagination! The base difficulty for this is a hard environment appropriate roll. Making the potion more difficult to detect, such as making it tasteless, can decrease the difficulty of this check. A particularly ingenius method may encourage the DM to lower the difficulty also! The consequences of being spotted will depend entirely on how you're attempting to conceal your poison! It's possible you may get another chance. Of course, it's entirely possible it won't be spotted until after you've left the scene. 

As a final note, I encourage you to come up with exotic and interesting names for your poisonous creations! The deadlier the effect, the fouler name it deserves! 

Note: The prices indicated expect a party to club together when buying poisons, especially for the most terrible effects. Poisons can be quite powerful and game changing, not something you want being used too frequently. You may wish to reduce the prices accordingly if only a single player character has any interest in poisoning their opponents! Halving the prices in this case should be sufficient. 

Effects: 

Blindness - Victims of this poison will be robbed of their eyesight (in combat they are weakened and vulnerable). Saving against this effect is  hard (16+), and the interval taken depends on the amount spent on the effect. 

CostSave Interval
625gpEvery day
1625gpEvery week
3250gpEvery month

Colourless - Cost: 500gp - The poison is colourless and will add no tint to any other liquids it is placed within. It decreases the difficulty of the conceal check by 3. 

Deafness - This poison robs the afflicted of their hearing (in combat they are dazed). Saving against this effect is  hard (16+), and the interval taken depends on the amount spent on the effect. 

CostSave Interval
500gpEvery day
1250gpEvery week
2500gpEvery month

Delayed Effect - Cost: 50gp an hour - It can often be advantageous to have a poisons effect, or effects, occur at a later time. It is even possible to stagger effects, having a victim first suffer one indignity, then another, before finally succumbing. Each individual delayed effect must be paid for separately. (so for a poison that causes blindness immediately, then delusions an hour later, and death two hours after that, the cost would be as follows: 50gp for delaying delusions for an hour, and 100gp to delay the lethality effect, for a total of 150gp extra gold pieces)

Delusions - Whatever is in this poison causes terrible hallucinations and delusions in the victim (in combat they are confused) and will cause them to act unpredictably. Saving against this effect is  hard (16+), and the interval taken depends on the amount spent on the effect. 

CostSave Interval
875gpEvery day
1625gpEvery week
3250gpEvery month

Exotic - Cost: 2000gp - Rare, unusual, ingredients such as basilisk tears or gelatinous cube jelly make this poison incredibly expensive, but much harder to detect and identify. Conceal attempts with this poison are decreased by 8. The expense of obtaining such ingredients may be prohibitively expensive, but perhaps enterprising adventurers may be able to find them on their travels. 

Ingested - Cost: 210gp - This poison will afflict its victim upon being ingested. It will usually be foul tasting, however.      

Inhaled - Cost: 1050gp- Either as a gas, or dust, this poison can be inhaled. If in a glass or ceramic bottle it can be thrown as a weapon, afflicting d6 nearby creatures. 

Lethal -  Utterly deadly, this poison can kill instantly. Even if you were to survive, you may wish you hadn't. If the victim has less than the threshold hit points, they die instantly. If they have above this amount, roll the dice to determine damage - there's still a strong chance they'll die, but even survival will leave them significantly weakened. 

CostDeady To (HP or less)Damage Dealt if above HP threshold (average)
1050gp541d100
2125gp1082d100
4250gp2163d100

Odourless - Cost: 500gp - This poison has no detectable scent, making it harder to detect before it's too late. The difficulty of the conceal check is lowered by 3.

Paralysis - Seizing and numbing limbs, this poison is incredibly debilitating. (in combat, the victim is stuck)  Saving against this effect is  hard (16+), and the interval taken depends on the amount spent on the effect. 

CostSave Interval
500gpEvery day
1250gpEvery week
2500gpEvery month

Permanency - Cost: 1000gp - Making an effect permanent is a little more expensive, but often worthwhile. Purchasing this effect on top of the cost of the longest duration for the effect you wish to make permanent guarantees the victim a torrid time. (e.g. a permanent blindness would cost 4250gp; the base cost of 3250gp for the longest period of blindness, plus 1000gp for permanency)

Petrification - Cost: 3250gp - Turning flesh to stone is a terrible effect, but is at least reversible through ritual magic. Some of the time. As a bonus you get a realistic statue and if you're really lucky it won't be contorted in a death grimace. This poison will petrify a target with less than 216hp. Vigorous exertion can see off this effect; thus, if used in combat the victim must fail four hard saves before finally succumbing. 

Sickness - Cost: 100gp - Vomiting and diarrhoea are the unpleasant symptoms of this poison. Debilitating, in their own way.

Skin Contact - Cost: 850gp - Some rare poisons can afflict even upon skin contact. Careful handling required. 

Species Specificity - Cost: 1050gp - Only a foolish king has a food taster from a different race. There a lot of foolish kings. Poisons with this effect only affect the species designated at purchase (e.g. dwarf, human, high elf etc.).

Tasteless - 300gp - With no detectable taste, this poison can be safely sprinkled over a meal or a glass of wine. The difficulty of the conceal check is lowered by 3.

Unconsciousness - Causing a deep slumber, or perhaps a total blackout, this poison is a non-lethal alternative, particularly when combined with permanency. Saving against this effect is  hard (16+), and the interval taken depends on the amount spent on the effect. It may also be possible that the victim can be woken by other specific means - like a good, hard, thump or the kiss of a beautiful prince(ss). Entirely up to you.

CostSave Interval
625gpEvery day
1625gpEvery week
3250gpEvery month

7/09/2014

Thoughts On... Dungeons & Dragons (5e) Basic Rules

Type of Hobby: Roleplaying Game
Number of Players: 3+
Authors: Mike Mearls, Jeremy Crawford et al
Publisher: Wizards of the Coast
Price: Free

D&D - Reincarnated or Resurrected?



So, six years later, here we are again. And I mean that both figuratively and literally, for this edition of Dungeons and Dragons is both brand new and everything we knew. It's also free, in a basic set of rules that anyone can download. This is a smart move, I think; I know a lot of people have been on the fence, or even outright hostile, about this edition and letting people just look at what things are going to be like for free will at least let Wizards of the Coast put their hand on the table. So, go on, download them, have a flick through. You might like what you see!

What you'll find is an edition that has gone right back to AD&D 2nd Edition for inspiration, whilst in many ways being almost a complete revert back to the 3rd Edition. Aside from a few little touches, 5th almost completely ignores 4th Edition, giving it no legacy at all. That isn't to say that there are no modern features, but this is a game steeped in nostalgia.

I'll try to reference my current love, 13th Age, as little as possible, but in some places comparison between these two contemporaries is inevitable.

A Lot of Character

Character creation is largely incredibly familiar and full of surprising amounts of detail despite being a set of 'basic' rules. You see this immediately in the writeups for the races. There are only four in this document, the stalwarts of humans, dwarves, elves and halflings, but there's a lot to get your teeth into. Physical descriptions, descriptions of culture; there are even descriptions of how each race views the others. There's more to get your teeth into here in this basic document than there is in the entire 4th Edition or 13th Age core book. This is a game that desperately wants to reclaim the title of roleplaying game.

Still, I actually think there might be a little too much detail here, having five or more things you need to keep track of just for your race could lead to a little too much bookkeeping, or at least things being forgotten at the table. In most cases I love detail, but there's a lot of mechanics attached to these races.

The classes (fighter, cleric, rogue, wizard) are also very classic feeling and offer few surprises to D&D veterans. There's a nice customisation option available to each class, allowing you to take each one down a specific path (martial archetypes and arcane traditions, for example). It's nice to see each class have different options, but this does feel a bit limiting and reminiscent of the worst parts of 4th editions class builds. I'd like to see more mix and match abilities, like the talents in 13th Age, so that you can truly make your character your own.

I initially had some concerns that we had returned to the bad old days of the all powerful spellcaster, but a quick look at the math suggests to me that a fighter or rogue should be able to keep apace of the Wizard or Cleric, especially as those classes have returned to a more or less vancian system. That's an improvement over 3rd, certainly. That's not to say that the spellcasters aren't considerably more versatile and in that respect powerful; spells still exist to counter almost any situation the wizard might find himself otherwise deficient and with more spells promised in the Players Handbook, that might get worse. Of course, that same book is going to have lots more options for the humble fighter too! I'd have to see a party in play myself over a reasonable period of time to really see how it works out, but my first impression is that party balance is not as bad as D&D has been in the past, but not as good as it was in 4th Edition. However, that balance in 4th came in the form of class homogenisation, which many really hated.

There are some nice innovations in character generation - or at least, innovations for D&D. 5th Edition asks you to make some choices about your character's personality and history, some quite interesting, some less so.

I like the idea of choosing an ideal; something your character strives for, it's a nice idea that gives the player somewhere to go with the character right out of the box. It also gives the DM something to work with, something to tailor adventures and encounters to his players desires. That's really good.

I also like bonds, something your character is connected to in the background. They're like a very basic implementation of the Icons from 13th Age. It's another tool for the DM to work with, another important fact he can work into the story to help the player feel more connected. I'm always in favour of that.

Less interesting to me are the ideas of personality traits and flaws. Personality traits are just fluff that reminds the player to roleplay. It's useful for new players, but most experienced players are either going to roleplay character traits or they're not. And flaws seem out of place in an ostensibly heroic game, but that's just a personal taste thing.

The mechanic that drives all these myriad traits is inspiration. When you're inspired you can choose to claim an advantage on an attack roll, skill check or ability check.  A DM rewards inspiration when you play your character well according to the traits you've written down on your sheet. In this respect it's quite similar to nature and demeanor in old World of Darkness. I worry that this mechanic may simply reward more extroverted players and leave quieter players in the dark. Weirdly, you can choose to reward your own inspiration to another player, in lieu of the DM doing so. I have no idea when a player would willingly give up their own inspiration though - surely if a player is deserving of it, the DM should be rewarding it?

I like these things, even if they're not as decisive and exciting as the similar ideas in 13th Age. They just feel a bit forced in places, almost a little out of place or like an afterthought.

Tying these personality traits together are backgrounds. They do remind me a little of the old kits from 2nd Edition, but without any real mechanical benefit they're just a collection of sample personality ideas. Which is fine, but I'd like a little more crunch here.

Alignment is back, although it just feels like a strange concession to the past. Without the mechanical crunch of detect alignment spells, it's just a strange and outdated personality compass. I think they'd have been insane not to have included alignment, but it's something they seem almost frightened of implementing properly, which is almost understandable considering the controversy the idea has attracted over the years.

The last element of character generation to discuss are skills. They're terrible, and that's really the kindest thing I can say about them. They're pared down like in 4th Edition, but in an edition of resurgent detail they're utterly lacking. Nothing about this incredibly basic list excites me at all or makes me think 'Yeah, that would be a cool thing for my character to be good at!' After the exciting and liberating backgrounds of 13th Age I find it hard to look at these without total disappointment.

Lastly, although the rules for it are not available in the basic rules, multiclassing in the style of 3rd Edition has returned. I've always been torn about the 'take a level of this, a level of that' approach, as it intrigues me mechanically but narratively it's often a nightmare, especially if you feel you have a strong concept for a multi-classed character from the get go. It's a part of D&D history though, and it's tried and tested. I expect a lot of fans will be glad to see it back.

Equipping Yourself

There's an awful lot of things your character can buy in this basic document, covering everything from adventuring gear to the cost of boats. This is all classic D&D stuff and it's nice to see it returning, although the lifestyle expenses rule seems like an exercise in bookkeeping that most will skip. I've always liked the idea of making everyone keep accurate track of their money and, while its nice that this can be simplified down like this, by the time you're a high level adventurer whether or not you've spent 1 or 4 gold at the inn seems a little irrelevant. This is a problem that D&D has always had, however - and it won't stop me loving to hand out treasure to my players.

Your weapons and armour are the usual fare, with weapons being priced as seems historically accurate and given appropriate damage dice. The same seems to apply to armour. This is traditional. but now since being spoiled by 13th Age's abstraction here, I don't think I could go back. It seems absurd to me to have options that are simply not as good, putting players off taking what they think might be thematically cool. I suspect most players will simply gravitate towards the weapon that does the most damage. On the other hand, I wouldn't expect D&D to take such a radical step as abstracting weapon damage, as much as I might prefer it.

Running the Game

Throughout the basic rules pdf the rhythm of play is spelled out in very simple terms, and in a way I've never seen before -

  1. The DM describes the environment.
  2. The players describe what they want to do.
  3. The DM narrates the results of their actions. 
This is of course, really simple. For new players though, ones who have never roleplayed before, this could be a godsend. All too often games designers write paragraphs and paragraphs trying to explain what a roleplaying game actually is, usually supplying long examples, but this just puts it in the most simple terms possible. I really like this.

Running the game otherwise is more or less standard d20 D&D, which veterans will be utterly at home with. It still works. By default though, Wizards of the Coast have taken the brave choice to make combat gridless. Not mapless, but definitely gridless. (although the grid is an option). This harkens right back to the 2nd Edition and earlier. However, the level of detail and reliance on exact distances in this latest edition of D&D might mean that the grid is still very useful - just as it was in 2nd edition, even when it wasn't a core part of the rules.

Another core mechanic, which I really like for its simplicity, is advantage/disadvantage. If you have advantage, you roll two dice and take the highest. If you have disadvantage, roll two dice, take the lowest. It's a useful tool for both the game designers in designing abilities and DMs, who can use it to simply adjudicate situations. Fighting at the top of the stairs? Advantage! Fighting whilst on a swinging chandelier? Disadvantage! Dynamic and simple, this mechanic is really great.

It's D&D!

Overall all there is to say about these basic rules is that it's D&D. You're not getting the full experience, as I'm sure the Players Handbook will come with the rest of the classic classes and races, but you're getting the core experience. And I like it, for the most part. I'd definitely play it if someone chose to run it in my group, and I think I'd have a great time. If nothing else, reading through the pdf was making me incredibly nostalgic and I expect that's exactly what Wizards of the Coast were going for. If you want to play D&D, you could do a lot worse than this. On the other hand, because it's just nostalgia D&D I could just pick up my old 2nd Edition or 3rd Edition books and play or run from those, and I'd get that same effect. A few nifty mechanics and problems fixed won't change that. Certainly it hasn't usurped 13th Age as my fantasy game of choice with this pdf because it simply doesn't feel brave enough or different enough. Personality traits and inspiration are nice mechanics, but I've been spoiled now by the One Unique Thing and Icons. Nothing in these rules come close to those as tools a DM can use to craft great, player driven, campaigns. 

Where 4th Edition D&D felt radical and new, this simply feels nostalgic. 3rd Edition felt like it was trying new things and fixing old problems, whilst staying true to the feel of D&D. 5th Edition does neither of those things - it just feels like a minor rules update to 3rd Edition - and I think that might be a problem for Wizards of the Coast. That game already exists; it's called Pathfinder.

6/19/2014

Thoughts on... 13th Age

Type of Hobby:  Roleplaying Game
Number of Players: 3+
Authors: Rob Heinsoo, Aaron McConnell, Lee Moyer, Jonathan Tweet
Publisher: Pelgrane Press
Price: £29.95 RRP


13th Age is what you get when two industry stalwarts; Jonathan Tweet, lead designer of 3rd Edition D&D; and Rob Heinsoo, lead designer of 4th Edition D&D, team up to create the fantasy roleplaying game that they want to play. Comparisons to D&D are inevitable - this is D&D in everything but name.

D&D players of all editions, but particularly 4th, will find a lot they recognise in 13th Age. Yet, there are several elements that set this game apart from its spiritual predecessors; the icons; one unique things; backgrounds; and the escalation die. Each of these ideas helps bring story to the focus in a game that is still, in its heart of hearts, still a dungeon adventure game in the spirit of D&D. 13th Age tries to be the best of all worlds; perhaps the ultimate fantasy RPG. And largely, it succeeds.

Iconic Fantasy Roleplay

The most important concept in 13th Age is that of the icons. So much so that the first thing in the book is the icons, before character generation and long before any other background is given. These thirteen powerful NPCs represent instantly recognisable archetypes - the High Druid, the Orc Lord, the Dwarf King, to name a few - that every character will tie themselves to. 

Players will often find that the DM has written a wealth of background material; but they find it hard to connect their characters to it and find ways to invest themselves in that world. That can be frustrating for both sides. Icons instead connect players to the world from the start. As a part of character generation assigning which icons your character is allied, or enemies, with immediately invests you in the world and lets the DM know exactly what you, and your character, want from the game. 

This works brilliantly as a storytelling tool - icons give characters motivation, and let's the DM tailor the story to your needs. And as icons are more than just a single NPC - they represent a whole network of power - there are myriad options and opportunities for the DM to get them involved and to shape the game around how the players interact with them. 

Yet even more so than this, there is also a storytelling mechanic at play here. At the beginning of every session the DM calls for the players to make story guidance rolls; one d6 for each point invested in a given icon - and for every five or six on a d6 that icon will be involved. This does require the DM to be confident in improvising, but there is massive leeway in terms of scale. The effect can be as simple as the agents of a heroic icon gifting the player a magic item to help them on their quest - or as complicated as a villainous icon becoming the sessions main antagonist.

Icons could easily have become powerful NPCs that dominate the game and take away from the players - a la the worse aspects of the Forgotten Realms - but instead they facilitate players stories and provide motivation. They're a game changer.

Truly Unique Characters

13th Age's character options will for the most part seem very familiar to fans of D&D. The standard assortment of dwarves, elves, halflings and such are there; along with a few more esoteric optional races for fans of various editions and settings in D&D such as the dragonborn dragonspawn. So far so D&D.

The classes available are also standard D&D fare. Each offers a unique playing experience with its own subtle twist on the mechanics. Rogues strive to keep up momentum, while sorcerers must choose whether or not to spend a turn building up power for more powerful attacks, and fighters are incredibly flexible. Even within these classes there are several options; each class picks at least three talents from a set of options. It is unlikely that two rangers, for example, would be the same in a group. Best of all these choices are nowhere near as restrictive as 4th edition D&D's character builds, meaning that there is a lot of flexibility in building your character. Given all this it's a shame that the druid class is missing from the core book, but it is going to arrive in a coming supplement.

Characters are allotted one feat per level - which means most will have 10 by the end of their careers. 13th Age has very few feats that might be considered traps; there are only a couple that do not play directly off of a spell or talent. There is a move away from a 'feat tax' too; you won't find any feats that simply give a +1 to hit! 

Beyond the mechanics, characters must come up with One Unique Thing. Alongside the icons this is another element of the game that helps flesh out characters from the off. The OUT can be anything, as long as it doesn't give require a mechanical benefit. Examples range from the mundane ('I really like grapes') to world changing ('I am the only paladin in the world'). 

Although it's just a single soundbite about your character these little, or not so little, details are great. They give the DM a vital bit of information that can help him build stories around and involving your character. It also helps the other players build an image of your character in their minds. At a demo game I played at Dragonmeet I was left in no doubt by the time we'd all come up with our Unique Things exactly who my party was. 

13th Age also eschews the traditional skill system for something much freer. Rather than a long list of skills, there are instead backgrounds. A background is a description of an element of your character. Rather than having to painstakingly work out how to allocate your skill points to best represent playing a Blackwater Assassin brought up on the streets by a dwarven scoundrel by the name of Buckfast Monkdrinker, you'd simply give yourself 5 points in Blackwater Assassin and 3 in Brought up by Buckfast Monkdrinker. Done. 

That freedom is incredible, and I fell in love with it at first sight. It does come with a couple of caveats, however; it requires a DM willing to make snap decisions about what a given background can be used for, and some discussion during character creation about what the player intends the background to cover. Even then if a player can justify it and it furthers the story a background should be able to cover a lot more than seems obvious at first. During one session a wizard with the 'library scholar' background justified using it during a stealth check because he was so used to trying not to make any noise while walking around the library!

Equipment is also extremely streamlined - characters don't purchase equipment during creation and simply choose what they want to wield from very broad categories. Some classes, such as the wizard, will find penalties if they're using a more martial weapon but what small weapon they choose to wield is up to them (although the book suggests a dagger) - they're still only doing 1d4 damage with it! (what are you doing trying to stab him? Zap him with a spell, you fool!) That same dagger, in the hands of a rogue, is going to do 1d8! While I think a lot of players will miss equipment lists, I've often felt before that they've really held back character concepts at the conceit of realism. No longer are warhammers the black sheep of the weapon options (1d4+1? What?) and no longer will a rogue feel he has to eschew the dagger in favour of the short sword to do more damage! 13th Age wants you to play the character you want to play. That's brilliant.

Just 10 Levels, But No XP

There are only ten levels in 13th Age, instead of the twenty or thirty of other d20 fantasy games. At first this might seem like sacrilege but in reality it fixes problems present in both 3rd and 4th edition D&D. 4th edition in particular suffered from severe options bloat - even by 15th level characters had pages of powers, and that's not including ones granted by magic items. 13th Age deftly avoids this by keeping the number of levels to 10. There is always just enough options, but never so many that you're overwhelmed by choice.

There are the three tiers of play, first introduced formally by 4th Edition D&D. Paragon tier has been renamed 'Champion' tier, though. These as much thematic as they are mechanical, and I think they're still a useful tool for the DM to let him know roughly what the scale of threats and types of locales should be.

13th Age also puts when you level up squarely into the DM's hands. Many DMs over the years have chosen to simply level up when it seems appropriate to the story and 13th Age embraces this philosophy. XP might have been a sacred cow for some but in reality it was just another number for players to keep track of; in my experience, only a couple ever did accurately anyway. I don't miss it and I am grateful for the ability to control the speed of advancement in my game to something that suits the pace of the story.

With only ten levels and advancement at speed of DM, there is potential for stagnation, particularly if the DM favours a slow progression through the levels to better simulate the length of a traditional D&D campaign. 13th Age allows the DM to avoid this through incremental advances, little bits of your characters next level! Go on, take a spell, or a feat, or those hit-points; they're good for you!

The Grid is Gone!

Combat in 13th Age is everything I wished it was in 4th Edition D&D. It's fast, engaging, not a headache for the DM or the players, and you never sit there clock-watching hoping a monster will drop while everyone throws at-will powers at it ad nauseam. And yes, the grid is gone! And it's fine!

No grid doesn't have to mean no miniatures though - in fact I think I'd still recommend using them for clarity if you have more than a couple of players - but there's no more measuring things out in 5' increments or worrying whether a diagonal should count as one move or one and a half. There is of course maneuvering to worry about - you don't want to risk being intercepted when you charge in - but it feels much looser, more free form and actually, more realistic because of it. With imaginative players combat in 13th Age is very fun indeed.

Combat also showcases another of 13th Age's real innovations, something that solves problems that D&D has always had - the escalation die. This is a cumulative modifier that represents the heroes building up momentum and wearing their enemies down. Gaining an ever increasing bonus to hit every round means that combats avoid dragging on and on - by round seven you're getting the maximum +6 to hit. That makes a huge difference! It also helps discourage the alpha-strike - players are more inclined to hold off on their showy once a battle or day powers if they think they can get a better chance to hit later on! This helps the latter half of battles feel more climatic, rather than the drudge of simple attacks that was often the scourge of D&D. Most monsters don't get this bonus either - and players should certainly fear the ones that do! (Dragons do. Of course dragons do!)

Plenty of abilities play with it as well - some abilities become easier to use if you use them later, for example. I really like the escalation dice, but I think that some players might find the fact it's purely mechanical a bit of a drawback; there's no reason that it isn't mechanical for its existence, it exists purely outside the game world. However, the problems it solves and the fun ways you can play with it make it a worthwhile addition.

Monsters take a lot of inspiration from the stat blocks of 4th Edition D&D, which is great. They're vastly improved too, running almost on auto-pilot; the dice-roll itself tends to determine exactly what the monster is doing. For example, if a drider hits with its lightning bolt spell and the dice roll is even, it makes another attack as the lightning arcs from one enemy to another! This means the DM can concentrate more on what's happening in the combat and filling it with awesome descriptions and heroism, rather than worrying about exactly what his monsters are going to be doing. Anything that frees up my brainspace at the table is valued by me!

It's Not All Perfect

There are some things in 13th Age that either don't quite work for me. Full heal-ups are one of them. While simply saying you get all your stuff back every four encounters solves the problem of wizards with powerful daily powers being better than characters who do more consistent damage, I've found players often given me an odd look when I tell them they can't have their powers/recoveries back after an eight hour rest. As written, the rule works, and it encourages the players to keep pressing on rather than stopping and resting, but every so often it can break verisimilitude.

Monsters are tied to levels too, which is fine as a balancing mechanic and it's just as useful to be able to quickly select some and expect a roughly fair encounter, there's still the worry that players will expect battles to be fair, which shouldn't always be the case. I found that in 4th ed D&D a lot. Thankfully, the game is explicit that some monsters, dragons particularly, just aren't fair to fight so hopefully my players won't fall into this trap of thinking again.

I also wish there was a more robust system for treasure, and equipment in general. Treasure is just a flat system of x gold per player per full heal-up. I understand why they felt the need to move focus away from looting but it just feels tacked on  - and I miss treasure tables! Even the optional system only rewards potions and consumables, of which their are only a measly four different types to chose from! Earning money and having nothing to spend it on has been a problem for me in all editions of D&D and I'm really disappointed to see it made even worse here when the rest of the game is so imaginative.

These are all minor niggles though, ultimately, and I'm hopeful the community will come up with more treasure and that some more potions and consumables will appear in later supplements.

Too Hung-Up on the Dragon Empire

The book comes bundled with its own core setting, the Dragon Empire, from which the icons and all the background is derived. It's an interesting enough setting - I've enjoyed running in it - but quite deliberately generic. Honestly, I wish it wasn't there. I usually play in my groups homebrew setting and while the majority of the rules can easily be separated from the Dragon Empire some elements are much trickier; anything to do with the icons in particular. Irritatingly, this also impacts on some class powers, especially those of the bard and sorcerer. When I write my own icons I need to make sure that it's going to be simple to just switch the names around or I'm going to have to do some real work to make sure they still function.

If you're not running the Dragon Empire most of the description in the book is completely useless and just dead space.

I wish that the space devoted to the Empire had instead been filled with advice for DMs, as there's very little in the book. It would be really helpful if there was a section on creating your own icons, describing the core archetypes, offering alternate ones and how to mix the icons up and still keep the classes working. The icons are so utterly core to the game I think they deserved a section like this. The lack of this kind of information might make it somewhat off-putting for some DMs wishing to use different settings, especially those moving on from D&D to 13th Age. 

Having said that, the Dragon Empire does have a lot to recommend it. It's full of lots of hooks that are just vague enough for the DM to do whatever they like with them. It's clearly a setting designed for collaborative world-building and that fits the game perfectly. It's very well done, with some really interesting ideas, like the migrating behemoths that wander the land and living dungeons (which are a great way to fit in the utterly nonsensical dungeons that D&D is prone to!)

This 'do what you want' philosophy does hurt the section on monsters in the book though; most of them get barely a couple of sentences of description, and none of them have illustrations. That's probably the poorest area in the book. I think there's a lot of assumed knowledge there, which a new DM isn't going to have.

Magic - Rare, but not That Rare

It wouldn't be fantasy roleplay without some sort of magic items and this is very true in 13th Age as well. They are described as rare and precious and usually unique. Which is awesome! That's just what I want from my fantasy - the ten a penny magic items of 4th edition D&D were not for me. Unfortunately they're mechanically required and this mechanical requirement seems incompatible with the idea of magic items being rare. This is just a personal taste thing, however; it fits with the standard fantasy assumptions quite well.

Despite this though, I really like everything else about magic items in 13th Age. The default assumption is that they're all sentient, even if they can't directly communicate with you. Further, if you possess too many the whims and quirks of these items will overwhelm you, manifesting in often bizarre personality traits unique to the item. This is a great, and fun, way of preventing your players loading up on too many items! There is potential for hilarity when a greedy player, taking all the items meant for other players, suddenly finds those players describing his characters new, and often undesirable, traits! 

Something brilliantly freeform is how ritual casting is handled in 13th Age. Characters can use their spells to perform any logical effect - from using a fire spell to start a bonfire to using a hold portal spell to trap a demon inside a vessel. There are of course complications; the more complex the effect, the harder it is to do and the harder the components will be to find and the longer it will take! Particularly campaign changing rituals could even inspire subquests all of their own. I really like this; it lets spell-casters be as flexible as they probably should be, but the DM can rein them back in to make sure they can't simply solve any problem with a clever, outside the box, use of a spell, making everyone else look pointless and silly. Rituals can't be used in combat either (they take too long to cast, this doesn't mean a combat can't happen while you're performing one!), which limits their use somewhat and goes a long way to stopping spellcasters overshadowing anyone else. In combat the wizard is no more or less valuable than anyone else, which is how it should be.

I Hope the 13th Age isn't the Last

13th Age is a game that tries very hard to please everyone, but particularly players who want a more story focused game, rather than a complex tactical exercise. This suits my tastes perfectly, and I think there is enough depth in the mechanics for most players to get their teeth stuck into, if they want it. The game takes D&D away from simple dungeon crawling, killing monsters and taking their stuff, and acknowledges what most of us knew all along; these games are about the story, first and foremost.

I wish 13th Age wasn't so tied to the Dragon Empire, and I wish there were more options for treasure. It's not suitable for the beginning DM either (although it is very, very suitable for beginning players!), and it does openly acknowledge this. The focus on characters and story though is superb - this game gives DMs and players so much to work with in terms of creating a collaborative story and world. Icons mean the DM is never going to be frustrated that characters aren't engaged with the world again! One Unique Things will inspire some truly unique characters! 

13th Age is my fantasy game of choice for now. It's certainly going to be my favoured 'edition' of D&D for some time. I can't wait to see where it goes.