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Yep. +1 attack and double miss damage is still good for fighters though - the extra miss damage goes well with features like Two-Weapon Pressure, which already went well with Comeback Strike.
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# ? Mar 28, 2019 23:48 |
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# ? Jun 9, 2024 01:00 |
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Two-Weapon Mastery isn't Double Attack, It's +1 to Melee attacks and a few other piddly benefits with feats. If you want to fighter/ranger multiclass your best bet is to use a bow and combine ranger crit-seeking with Deadeye and Power Attack.
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# ? Mar 29, 2019 00:17 |
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Animal Companion goes good with everything.
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# ? Mar 29, 2019 03:22 |
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Yeah, the thing where there are different classes of melee attacks so fighter/rogues can only modify their fighter attacks and not get momentum or sneak attack or whatever at the same time, that means most of the typical types of multi classing from other editions don’t really work. The only good multi class combo I’ve found is commander/paladin. Paladin basically gets you your two class talents of heavy armor and martial weapons for free, then you get three more to spend on cool things. Your defenses go up. And most paladin attacks are basic attacks anyway so you can use the command point feature, and you can take the feat to get them when you use a smite. It’s a great combo.
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# ? Mar 29, 2019 12:18 |
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Eyes of the Stone Thief is very fun to run! We made it through the whole first level in half a long session, with the first half as an intro just to give the party something to chase down the dungeon. (They work for the Crusader. "The Empire has imprisoned a demon. Go there, kill it, and bring its head for proof.") Thanks to a few good icon rolls and ideas, they already have an inkling of an idea that this isn't just an earthquake and undiscovered basement. I'm sure we can finish their first visit next time. Personal highlight so far: they convinced the Doorkeeper with a roll for citing Elven poetry (a +1 background) that you're traditionally allowed not one, but three answers to a mystic riddle. Then got it in one anyway. This may mean that in the future, some other explorers will get in that otherwise wouldn't have... Speaking of icon rolls, the new system is working out okay so far, but not a lot of players are actively using theirs. Which is okay, cause I can ease into it. And we got mainly 5s and 6s this time so things stayed largely on track.
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# ? Apr 1, 2019 06:57 |
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Every time someone posts in this thread, I keep thinking I'm going to be told that Shards of the Broken Sky is finally up for pre-order. But, no.
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# ? Apr 1, 2019 16:07 |
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Rand Brittain posted:Every time someone posts in this thread, I keep thinking I'm going to be told that Shards of the Broken Sky is finally up for pre-order. But, no. SHARDS OF THE BROKEN SKY IS FINALLY UP FOR PRE-ORDER
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# ? Apr 2, 2019 00:42 |
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So, it turns out that my Fighter/Ranger multiclass is still really good as is, even without getting flexible attacks off of Double Melee Attack. Getting double miss damage and getting a +2 to hit on a miss and having a 50% chance to attack twice on the next turn is still pretty good
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# ? Apr 2, 2019 00:47 |
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I am extremely annoyed that you lie to me on internet lies day! ....wait, it's real? I'm kind of afraid to click on the pre-order button for fear that it's some kind of double-double-bluff.
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# ? Apr 2, 2019 00:59 |
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My Lovely Horse posted:Eyes of the Stone Thief is very fun to run! We made it through the whole first level in half a long session, with the first half as an intro just to give the party something to chase down the dungeon. (They work for the Crusader. "The Empire has imprisoned a demon. Go there, kill it, and bring its head for proof.") Thanks to a few good icon rolls and ideas, they already have an inkling of an idea that this isn't just an earthquake and undiscovered basement. I'm sure we can finish their first visit next time. My lot got on with the Doorkeeper like a house on fire - after it asked them the duck riddle the first time around, they stopped every time on the way in to catch up, provided it with some new riddles, and rescued it at the end of the campaign
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# ? Apr 2, 2019 22:39 |
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Rand Brittain posted:Every time someone posts in this thread, I keep thinking I'm going to be told that Shards of the Broken Sky is finally up for pre-order. But, no. I thought this might be a new one from the Eyes author but ... I dunno, the 13thA adventures by Ash Law were a real mixed bag. Will wait on this until people get their hands on it.
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# ? Apr 2, 2019 22:41 |
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xiw posted:My lot got on with the Doorkeeper like a house on fire - after it asked them the duck riddle the first time around, they stopped every time on the way in to catch up, provided it with some new riddles, and rescued it at the end of the campaign ... if they annoy him or his colleagues catch on to him striking up friendships with intruders, I'm doing the logic puzzle from Dishonored 2. Was just talking about the organized play adventures in the chat thread, most of which were by Ash Law, and yeah. We tried a few of those and they're kind of too fast and loose even for 13th Age. There's also a bit in the Wild Wood one where the party gets trapped in a time loop and the session after meets some bandits, and that's like, the time loop bit is super cool but also obviously the climax of the whole adventure, there's not much you can add to it and certainly not standard bandits. e: I'm already thinking about what bit of Stone Thief to run after their first expedition. I think I'll go straight into the council, with the imperial officials asking the party for a full report, then handing the matter over to the Empire's greatest heroes. That's probably gonna annoy them enough to want to pursue things independently, and I'll have introduced the Opposition. The party isn't keen on the Empire at all. My Lovely Horse fucked around with this message at 11:51 on Apr 3, 2019 |
# ? Apr 3, 2019 07:42 |
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Speaking of pre-written adventures, I was thinking of trying one. Obviously everyone's loving the heck out of Eyes of the Stone Thief, but has anyone run or read through The Strangling Sea or Shadows of Eldolan?
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# ? Apr 3, 2019 19:50 |
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M.c.P posted:Speaking of pre-written adventures, I was thinking of trying one. Obviously everyone's loving the heck out of Eyes of the Stone Thief, but has anyone run or read through The Strangling Sea or Shadows of Eldolan? Rppr has actual plays of both of those, the strangling sea was fantastic
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# ? Apr 3, 2019 20:27 |
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M.c.P posted:Speaking of pre-written adventures, I was thinking of trying one. Obviously everyone's loving the heck out of Eyes of the Stone Thief, but has anyone run or read through The Strangling Sea or Shadows of Eldolan?
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# ? Apr 3, 2019 23:50 |
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M.c.P posted:Speaking of pre-written adventures, I was thinking of trying one. Obviously everyone's loving the heck out of Eyes of the Stone Thief, but has anyone run or read through The Strangling Sea or Shadows of Eldolan? I've run both of those, the latter twice - Strangling Sea ended up going a lot faster, probably because the party was more hesitant to go wandering around an ocean wasteland filled with hostile wildlife and ended up making strategic beelines to what they perceived as objectives. There's a decent bit of variety in the encounters, depending on which of the factions you use. Also Inigo Sharpe is weird and memorable enough that you can probably have him come back elsewhere in the campaign and get a pretty good response. Shadows of Eldolan is a really solid starter imo, there's a lot of opportunities for new players to get used to the different mechanics of the system and it's really wide-open so you have a variety of options for where you want to take the game. Strangely, in both campaigns, the parties took a liking to one of the major antagonists and ended up befriending her (although in one instance this took the form of resurrecting her as a floating skull, which I guess is technically befriending).
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# ? Apr 4, 2019 02:52 |
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M.c.P posted:Speaking of pre-written adventures, I was thinking of trying one. Obviously everyone's loving the heck out of Eyes of the Stone Thief, but has anyone run or read through The Strangling Sea or Shadows of Eldolan? The Strangling Sea is quite good, but I wouldn't plan on running it straight out of the box; there's quite a lot of "adjust this according to your campaign." But it's an interesting and different setting with lots of possibilities.
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# ? Apr 4, 2019 06:21 |
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MelvinBison posted:I ran SoE with a group a couple years ago, and while we didn't get farther than the aftermath of the first encounter due to scheduling issues, it was a really strong first encounter and everyone had a blast. Um...are you me? This was my exact experience with SoE.
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# ? Apr 4, 2019 07:42 |
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I hope that some of you are not as brainwrong as me, and can actually remember stuff. There's an adventure for 13th age that has some time looping shenanigans, which I remember was fun and good and I want to recommend to someone- unfortunately, I have no idea what it was called. Can anyone with a functioning memory help?
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# ? Apr 10, 2019 14:04 |
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Wyrd of the Wild Wood has a section like that. It's about a crashed flying realm whose crystal shards wreak havoc in various magic ways in the forest.
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# ? Apr 10, 2019 14:52 |
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That sounds familiar. Time to check the adventures on the 13th Age site. Thanks!
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# ? Apr 10, 2019 15:18 |
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Rand Brittain posted:I am extremely annoyed that you lie to me on internet lies day! I've preordered Shards of the Broken Sky and have been reading through it. Haven't finished yet but it's been decent so far. The preorder PDF doesn't include maps or art, although you can probably come up with your own if you really must play right now. Overall, I'd say it feels very old school dungeon-crawly, with an emphasis on exploration and discovery. At the same time, it's not as arbitrary lethal as actual old-school crawls, and it doesn't have the forced edginess of certain OSR publishers who will remain nameless. There's plenty of flexibility to adapt it to what your group wants to do, whether they want to help people, figure out what's going on, or just loot the ruins.
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# ? Apr 11, 2019 20:20 |
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Eyes of the Stone Thief trip report: slightly disappointing trip through the Gauntlet, mostly because I didn't heed the advice I specifically requested here earlier and used too many rooms, but also because my party was strangely competent at solving puzzles and avoiding traps and nothing too dramatic happened. Overall we spent too much time on that and didn't get to run through the Gizzard entirely, which kinda messes with my pacing but I'll work it out. I ran the forge and the ranger is now walking around with the sword dedicated to himself. As another player pointed out, it's also an original weapon from Grommar's famously lost forge - for that alone it would fetch a pretty penny, but who do you trust enough to sell them the sword that's made to kill you? In general terms, we're still tweaking the way we want to approach Icon rolls. I posted about the whiffless system earlier. And I still think it's good on paper, but in this session I drew a complete blank on what to introduce as a "Trial" and discussing that spiralled into a discussion about the icon system itself, which kinda killed the session's momentum. So I'm wary about going forward with it. Part of it is that stuff like "you get something but have to pass a trial" is what I'd usually do on a 5. It's easier to fit narratively interesting events into a binary "good/good-but-with-a-catch" scheme than a granular one with specific outcomes. Our current idea is to go back to the basic system, but bring the strength of your relationship to the icon into it: you roll only once per session for each relationship, but if it's a 1-point relationship you stick with the usual 6-and-5 results, if it's a 2-pointer you get good stuff on 6 or 5, complications on 4 or 3, and if it's the full 3 points you get a favour on 6-5-4 and a catch on 3-2-1, so some result is guaranteed.
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# ? May 6, 2019 13:59 |
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My Lovely Horse posted:Our current idea is to go back to the basic system, but bring the strength of your relationship to the icon into it: you roll only once per session for each relationship, but if it's a 1-point relationship you stick with the usual 6-and-5 results, if it's a 2-pointer you get good stuff on 6 or 5, complications on 4 or 3, and if it's the full 3 points you get a favour on 6-5-4 and a catch on 3-2-1, so some result is guaranteed. Oh! Interesting! We may try that... Yesterday we spent a 3 hr session on just the Belfry and then back into the Arena to (very quietly) puzzle out how to get out of the room and then, when nothing came to mind, collapse the ceiling on top of a sleeping minotaur. This isn't in the book, but the players were convinced there was a puzzle solution to getting past the rock-covered doors on the far side of the Arena, so I let them place Grommar's Blade on the alter to let the residual power of the shrine to overcome the Stone Thief's rock cover and that worked out pretty well.
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# ? May 7, 2019 06:22 |
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The ranger really wanted that sword. Badly enough to run up to a murderous 10 foot minotaur, grab the hilt and give it a good tug. A 30 damage attack set him straight. My tentative plans for the next phase are: - have the party summoned before the imperial council to give a report on the Stone Thief's attack - council tasks the greatest imperial heroes (the opposition) with finding an eye - party either wants to steal their thunder or gets tasked by their own superiors to do it - search for the eye, just as the relevant chapter suggests, sprinkling in some familiar environments and subplots based on the PCs' backstory and also introducing the hole where Marblehall used to be, then the Thief swallows the eye's hiding place and we take it from there - hoping to introduce Dungeon Town during the second trip and have them visit Stoneroost after, but that's all up in the air for now As for the dice mechanic, it should work out to something similar to the basic method in terms of how much impact your relationships have on sessions. You just trade your number of opportunities for a higher chance. I think it's worth a try!
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# ? May 8, 2019 07:57 |
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Had a bit of a brainwave about my plans. Since my party is firmly anti-Empire and follows the Crusader and High Druid mostly, I'm gonna change things up with two councils. First one's the official Imperial task force to deal with the Stone Thief, consisting of agents of the Emperor, Archmage, Priestess, Great Gold Wyrm, Dwarf King and Elf Queen. They're gonna send the Vengeful Company and maybe the Spellblight to kill the dungeon. They won't invite the party. The party, by way of their Crusader connections, gets invited to a secret second council, with agents of the Crusader, the Three, the High Druid (that agent will be one of the PCs) and the Elf Queen. Because it pays to rule over both high and dark elves. The secret council is the one to task the party with going after the eyes and binding the Thief. At least insofar as they can agree on anything, because obviously there will be scheming. Each of them wants the bound Stone Thief for their own. The Three are using the secret council for their own gain and internal power plays, with the Elf Queen it's never quite clear if either of the two agents feeds information to the one on the other council, and anyway the whole thing is the Prince of Shadows' idea, who called the secret council together and from the background plays not only both councils, but also all council members against each other. The Diabolist, Orc Lord and Lich King are all off following their own schemes for the Stone Thief, but if any of them could be on the secret council, it would be the Lich King. Actually still undecided whether to bring him in from the start. Really looking forward to this now, it feels like I've unlocked the way to approach both this campaign and 13th Age as a whole. My Lovely Horse fucked around with this message at 12:36 on May 10, 2019 |
# ? May 10, 2019 12:33 |
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https://www.reddit.com/r/GamerGhazi/comments/bq9cw4/designer_of_13th_age_dd_spinoff_game_posts_race/ Reminder that Elfgames are bad and were a mistake.
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# ? May 19, 2019 03:57 |
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TheNamedSavior posted:https://www.reddit.com/r/GamerGhazi/comments/bq9cw4/designer_of_13th_age_dd_spinoff_game_posts_race/ Every possible thing he could have meant is wrong and bad. (Virulent racists have valuable data that we don't? 8chan kids only think race science is cool because it's taboo? Science exists in a pristine sphere untouched by politics or real world consequences? Mainstreaming "race science" won't lead to mainstreaming racism?) FWIW, currently 13th Age is 100% Rob Heinsoo's thing, with Jonathan only participating (if at all) on a per-project basis such as Chaosium's 13th Age Glorantha.
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# ? May 20, 2019 17:34 |
TheNamedSavior posted:https://www.reddit.com/r/GamerGhazi/comments/bq9cw4/designer_of_13th_age_dd_spinoff_game_posts_race/
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# ? May 20, 2019 19:27 |
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So I'm starting a 13th Age Eberron game loosely based around the 4e Chaos Scar adventures, and I'm wanting to write some Apocalypse World-style Love Letters for the PCs. I'm not sure if I should make them more PbtA-y (set up a narrative choice) or more mechanical (since 13A is a more mechanical game). As I wrote the first two, I ended up making them mechanical but focused around penalties, and I'm not sure whether that works or is too harsh. PCs are a Half-Elf Flame Demonologist (sorcerer who was turned into a living manifest zone to Fernia), Shifter Paladin (recently-appointed Shepherd of the frontier town the PCs are in, borrowing somewhat from Dogs in the Vineyard for inspiration), Half-Elf Ranger (wandslinging bounty hunter with a Mark of Storm), and a Gnome Druid (gnomish scientist, experimenting with the Eberron dragonshards that form in a manifest zone to Thelanis within the Scar). The first two love letters I've written are as follows: quote:A Love Letter to [Demonologist] quote:A Love Letter to [Paladin] Any thoughts or suggestions would be much appreciated.
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# ? Jun 3, 2019 12:47 |
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The one thing that immediately occurs to me is that the paladin gets a clearly structured way to undo his penalties laid out that suggests a personalized subplot and ways to interact with the setting, which is really great, but the sorcerer does not. I'd expect something about uncovering magic secrets, contacting supernatural beings, that sort of thing. And conversely, if the sorcerer rolls those 2d6 well enough he's basically okay but the paladin still takes a hit. 'sides, man this comes down to style and what your group expects but I'm generally not a big fan of making a PCs bread-and-butter abilities less fun to use. 13th Age is also famed for being the least mechanical and most narrative of the D&D games (and adjacent), you'll be absolutely fine with just giving narrative choices.
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# ? Jun 4, 2019 12:44 |
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My Lovely Horse posted:The one thing that immediately occurs to me is that the paladin gets a clearly structured way to undo his penalties laid out that suggests a personalized subplot and ways to interact with the setting, which is really great, but the sorcerer does not. I'd expect something about uncovering magic secrets, contacting supernatural beings, that sort of thing. And conversely, if the sorcerer rolls those 2d6 well enough he's basically okay but the paladin still takes a hit. Good advice, thanks. How about these: quote:Roll 2d6 and add +2 for your Intelligence to see what you now know. Tell us whether Werner is a sage, a forgemaster, or a town guard. Then, on a 10+, all three; on a 7-9, pick two; and on a 6-, pick one: quote:Roll 2d6 and add +2 for your Constitution to see how long you can bear to linger in these nightmares. Whatever you roll, tell us something about this evil force, what its domain of influence is, and what is it about the Chaos Scar that offers it the possibility of freedom. Then, on a 10+, pick two; on a 7-9, pick three; and on a 6-, all four:
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# ? Jun 5, 2019 01:28 |
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just to follow up on last month's kerfluffle, Wade has now made a post on Twitter that makes it clear that Jonathan Tweet has nothing to do with 13th age/Pelgrane Press now (including does not receive royalties) https://twitter.com/13thAge/status/1145801713292460033
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# ? Jul 1, 2019 23:22 |
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Holy poo poo. I'm surprised by the royalties thing. Thank you, Pelgrane
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# ? Jul 2, 2019 08:14 |
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13th Age, an RPG by Rob Heinsoo and Hatsune Miku.
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# ? Jul 2, 2019 10:57 |
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Der Waffle Mous posted:13th Age, an RPG by Rob Heinsoo and Hatsune Miku. I can't do the Miku joke for this one because it means in all the sidebars Miku would have the absolute worst ideas.
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# ? Jul 3, 2019 09:09 |
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fosborb posted:Holy poo poo. I'm surprised by the royalties thing. Thank you, Pelgrane Royalties don’t really exist in the rpg industry.
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# ? Jul 3, 2019 11:38 |
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It's a nice opportunity for a 2nd edition 13th Age with all the Tweet cargo cult nostalgia removed.
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# ? Jul 3, 2019 14:09 |
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moths posted:It's a nice opportunity for a 2nd edition 13th Age with all the Tweet cargo cult nostalgia removed. Maybe monks will be allowed to chill out and not be MAD as hell.
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# ? Jul 3, 2019 15:36 |
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# ? Jun 9, 2024 01:00 |
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moths posted:It's a nice opportunity for a 2nd edition 13th Age with all the Tweet cargo cult nostalgia removed. God yeah. There's a lot of stuff that could really use some iterating on. It'd be great to see a proper 2E.
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# ? Jul 5, 2019 00:21 |