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Have any of you sent emails in even though it says that they're not doing another round of playtesters until April?
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# ? Mar 20, 2012 22:37 |
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# ? May 3, 2024 18:33 |
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GaryLeeLoveBuckets posted:Unfortunately, to do the Intercept move, you have to roll a d20 and get 11+, which is a recurring theme in the playtest. It seems like a lot of extra die rolling when 4e felt like it was eliminating as many dice as it could. quote:Plus I just hate d3's
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# ? Mar 20, 2012 22:38 |
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I think his point is that using d6s as d3s is possible but still feels slightly clunky in play. It's fine to use on occasion, but it'd be annoying to use frequently.
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# ? Mar 20, 2012 22:44 |
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/\/\/\ edit: yeah, that makes sense. d4 probably wouldn't break things over the knee...Mikan posted:Rope Trick Thankfully, it lays out the number of battles that should take place to sufficiently deplete a party's resources and what "sacrifices" a party may make if they choose to sleep without pushing themselves. "Welp I guess the virgin princess is now a demiwarelich. But I'm sure you had a very nice bubble bath in your pocket universe."
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# ? Mar 20, 2012 22:49 |
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To be fair it sounds like the most comfortable pocket universe
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# ? Mar 20, 2012 22:51 |
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fosborb posted:Wait, you don't just use a d6? I do use a d6 and cut it in half, but I can't articulate why I hate it. I tried to earlier to a friend and I just can't. I guess I don't like dividing the die by 2, but it's not like it's hard. I also don't like d4's.
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# ? Mar 20, 2012 22:53 |
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Mikan posted:To be fair it sounds like the most comfortable pocket universe Well poo poo now I can only see wizards as Ulillillia.
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# ? Mar 20, 2012 22:53 |
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GaryLeeLoveBuckets posted:I also don't like d4's. Well that's fine, nobody likes d4s More like dcaltrops
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# ? Mar 20, 2012 23:04 |
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GaryLeeLoveBuckets posted:Unfortunately, to do the Intercept move, you have to roll a d20 and get 11+, which is a recurring theme in the playtest. It seems like a lot of extra die rolling when 4e felt like it was eliminating as many dice as it could. Is it that you have to roll an 11+ to get it to work, or that you have to get an 11+ on your attack roll for it to work? I read it as the later.
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# ? Mar 20, 2012 23:23 |
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Evil Mastermind posted:Is it that you have to roll an 11+ to get it to work, or that you have to get an 11+ on your attack roll for it to work? I read it as the later. Says it's a normal saving throw (11+).
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# ? Mar 20, 2012 23:47 |
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Well, that's less impressive then.
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# ? Mar 20, 2012 23:54 |
Rasamune posted:Well that's fine, nobody likes d4s I have a red and white candycane d4 and a trans-purple glitter d4 and I love them thank you very much This is exciting though, between this and iron kingdoms I won't need 5e at all.
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# ? Mar 21, 2012 00:02 |
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It's once per round, and free. If you could do it more than half the time, you'd be rocketing around the board like an ADHD pinball. I'm of two minds about this thread existing. On the one hand, they seemed to want insulated readings / rulings to gauge feedback. On the other hand, gently caress this is awesome I want to share every part of it with everybody.
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# ? Mar 21, 2012 00:14 |
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Can y'all tell why it's named 13th Age yet, I'm puzzled.
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# ? Mar 21, 2012 00:27 |
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'Cause it's designed for children up to age 13, just like 4e.
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# ? Mar 21, 2012 00:39 |
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moths posted:I'm of two minds about this thread existing. On the one hand, they seemed to want insulated readings / rulings to gauge feedback. On the other hand, gently caress this is awesome I want to share every part of it with everybody. Same. I don't want to get into too much Defense of the Thread, but I posted because: playtest feedback will be categorically different from SA chat, hashing out rules on a message board with a larger community is actually a part of how I engage in social gaming now, and the 5e playtest caught them off guard but I still want to hype this game in juxtaposition to what 5e appears to offer. That last point comes off a bit arrogant, but the nda leaves this thread open, there seems to be light online and official presence so far, and it deserves to have some prerelease hype drat it.
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# ? Mar 21, 2012 00:42 |
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Vanadium posted:Can y'all tell why it's named 13th Age yet, I'm puzzled. Part of the fluff. Civilization is in its 13th Age.
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# ? Mar 21, 2012 00:45 |
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Is there a Goblinoid Civilization Age? Best thing about Eberron.
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# ? Mar 21, 2012 00:55 |
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Yeah my first bit of playtest feedback is to modify things to use a d4 rather then a d3. Thoughts: I hate Rob Heinsoo. I was working on a lot of ideas which are, surprise surprise, exactly the god drat same here. Parallel development, as it goes 4e > Gamma World > 13th Age. I think its possible to have compellingly tactical combat without a grid, but I wonder if it would be easy to convert to open tabletop, Warhams style, without breaking things too much. I wonder about the surge mechanic. Healing surges just exist so that they are a resource that can be depleted. Depleted resources are there to increase tension. A lot of indie games realize this - you can increase tension in pretty simple ways though, without resources. Dread, for example, is Jenga which means things get progressively more difficult until something terrible happens. I'd like to see a Fatigue system instead. I think it would tie nicely into what they are doing with fighters. By Fatigue system, I mean the more encounters you have, interaction or combat or exploration, the more Fatigue builds up; a rising source of tension, rather then a managed resource you are trying not to lose. Works better for a narrative game, and I hate tracking of poo poo. The damage expressions can be really swingy; obviously thats why it says to take the averages of the dice. A mechanic for the resolution of non-combat stuff which is as fun and game-ey as the combat stuff. I dunno I will report on more once I get the rules fully I'm in the playtest but they didn't arrive yet.
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# ? Mar 21, 2012 03:14 |
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I am 100% fine with it not being on a grid, as I find that's a lot easier for online play, which is what I end u doing most of the time since I moved back to SoCal (the area I'm in is a wasteland for tabletop gaming). Grid combat can be fun, but I like it being optional rather then assumed, and that was one of my hold ups on 4e.moths posted:It's once per round, and free. If you could do it more than half the time, you'd be rocketing around the board like an ADHD pinball. Having played a vanguard in Mass Effect, this is pretty much exactly what I want to do, though. I want to charge an enemy. And then explode. And then charge another enemy. Just constantly bouncing everywhere. And then exploding.
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# ? Mar 21, 2012 06:36 |
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ProfessorCirno posted:I am 100% fine with it not being on a grid, as I find that's a lot easier for online play, which is what I end u doing most of the time since I moved back to SoCal (the area I'm in is a wasteland for tabletop gaming). Grid combat can be fun, but I like it being optional rather then assumed, and that was one of my hold ups on 4e. I agree, I would just like to see if it would even be feasible to convert it to open tabletop play. That way I can borrow all of my local gaming store's warhammer terrain to create awesome battle scenes.
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# ? Mar 21, 2012 06:54 |
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GaryLeeLoveBuckets posted:Unfortunately, to do the Intercept move, you have to roll a d20 and get 11+, which is a recurring theme in the playtest. It seems like a lot of extra die rolling when 4e felt like it was eliminating as many dice as it could. You know, now that I actually think about it, it seems like an easy fix would just be coins. For every awesome ability that seems hamstrung by unnecessary rolling, just have them flip a coin. they get a heads, it works. Quicker, easier, and maintains pretty much the exact same success/failure rate.
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# ? Mar 21, 2012 07:05 |
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Add me to the 'missed the playtest' crew, I emailed them the other day, but I suspect they were full before then. I also wanna stress that this is it's own game on it's own terms. Part of the problem with 5e is it's stated goals. This game should not be judged on it's own terms and merits. Notably, not every game needs grid combat. Grid combat is awesome in 4e, but this is not 5e, and it's not claiming to be a perfect fit for everyone's pre-existing preferences.
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# ? Mar 21, 2012 07:56 |
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fosborb posted:Part of the fluff. Civilization is in its 13th Age. How interweaved is the fluff to the mechanics? Are there classes or abilities that are there to reflect specific elements unique to the fluff, or I can just lift the mechanics and drop them inside Eberron, for example, with no problem?
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# ? Mar 21, 2012 10:45 |
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Rexides posted:How interweaved is the fluff to the mechanics? Are there classes or abilities that are there to reflect specific elements unique to the fluff, or I can just lift the mechanics and drop them inside Eberron, for example, with no problem? It has a race of golems called Dwarf-forged. I don't think using it in Eberron will be an issue.
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# ? Mar 21, 2012 12:17 |
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From what I hear they sent out more playtest stuff to some of the people who sent in their confirmations but didn't actually get the documents. If you're still waiting shoot them an email with your original confirmation to make sure you didn't get left off the list by mistake.Rexides posted:How interweaved is the fluff to the mechanics? Are there classes or abilities that are there to reflect specific elements unique to the fluff, or I can just lift the mechanics and drop them inside Eberron, for example, with no problem? In general you can lift and drop, though might want to do something with the Icons and relationships. It would probably be easy to swap them out for Eberron-specific important things.
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# ? Mar 21, 2012 12:46 |
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Mikan posted:In general you can lift and drop, though might want to do something with the Icons and relationships. It would probably be easy to swap them out for Eberron-specific important things. I think the Icons are generic enough that you could map them to pretty much any setting and make them work without much need for rework.
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# ? Mar 21, 2012 12:50 |
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Also the Icons own. Orc Lord Supremacy
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# ? Mar 21, 2012 12:52 |
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I really want to do an in-depth write up of everything in here; the rules are interesting (even if there are already a few things I want changed/reworked), the implied setting is The Coolest and there's already a bunch of advice/writeups/designer commentary. I didn't expect the playtest document to be so thorough. Unfortunately a section by section writeup is probably totally against the rules and I don't want to get in trouble. The better news is I might actually be running a game of it for my group tonight so gotta make up some pregen characters.
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# ? Mar 21, 2012 13:14 |
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Mikan posted:Unfortunately a section by section writeup is probably totally against the rules[quote] The setting is Grade A. There are (at least at this point) very few Big Events in the fluff. It's more about setting up pieces for the players to interact with. Icons are the best example and where I think a lot of the innovation in the system rests. The problem with lots of D&D settings is that there are all these big bad rear end NPCs like the Lady of Pain and Elminster that the PCs have to try to carve out a space around. 13th Age embraces these personified plot devices and addresses the issue two ways: 1) like Eberron, the most powerful entities of the land are not powerful because of their character levels. They have vast organizations and seats of power and followers. They aren't stated out, even the evil ones, and you'd likely only meet one or two ever in your entire campaign. Instead, characters are expected to work with their agents, ally or fight with their causes, interact with their force upon the world -- not the icons personally. 2) while icons have been pulled back from the PCs' game space, they've actually been more tightly mechanically integrated. At character creation, players pump points into their relationships with the icons of the age. Relationships can range from positive to negative, weak to strong. These relationships are then used to gain information and resources as you adventure, as well as color others' perceptions of you and help guide your motivations for adventuring. And lots of plot hooks, of course. Basically, you set up and flavor Burning Wheel circles with specific major forces in the setting, which grow and change as you adventure and level. edit: VVV it helps that it actually has a working, detailed table of contents. Again, this was one hell of a polished playtest document. fosborb fucked around with this message at 14:27 on Mar 21, 2012 |
# ? Mar 21, 2012 14:19 |
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It really is a shame, I could talk about this game all day. I even have a whole bunch of notes from my readings of stuff that seems initially off and an even bigger list of things that are awesome. Writing up pregens for tonight or tomorrow's game and it's an easy process, even with everything scattered around in a playtest document.
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# ? Mar 21, 2012 14:23 |
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Ok, I'm almost at the point where I'm as excited for this game as I am for Guild Wars 2.
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# ? Mar 21, 2012 14:37 |
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rantmo posted:Ok, I'm almost at the point where I'm as excited for this game as I am for Guild Wars 2. You really should be. It has some obvious issues and I might feel a bit differently after playing it but it's basically Things I Liked In 4e + Things I Like In Other Systems vvvv Soon! I'm rounding up some people to do a quick combat session (maybe as soon as a few hours from now) and if all goes well we're playing a full session tonight or tomorrow.
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# ? Mar 21, 2012 14:39 |
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I would be very curious to know how long the average combat takes, once someone actually plays a session.
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# ? Mar 21, 2012 14:39 |
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cbirdsong posted:I would be very curious to know how long the average combat takes, once someone actually plays a session. I'd imagine pretty quickly once people really learn the system. There's also the Escalation Die: in the second round of combat, the GM puts down a d6 at "1", and each new round he moves it to the next number up, up to 6 on the seventh round. The value on the Escalation Die is added to the character's attack rolls to represent them "building up momentum". Plus some character abilities add the Escalation Die to damage as well.
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# ? Mar 21, 2012 14:45 |
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fosborb posted:The setting is Grade A. There are (at least at this point) very few Big Events in the fluff. It's more about setting up pieces for the players to interact with. Icons are the best example and where I think a lot of the innovation in the system rests. Oh man, this sounds awesome. Now if only I could convince my friends that Forgotten Realms is not really The Best Thing Ever. I didn't actually apply for testing because I didn't want to take the place of someone who will actually get to playtest the game, but I am having second thoughts now.
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# ? Mar 21, 2012 15:17 |
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I really want to know more about rogue momentum, it sounds like a really unique and Involved mechanic to add a lot of thought and Narrative to a damage dealer.
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# ? Mar 21, 2012 15:30 |
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Evil Mastermind posted:I'd imagine pretty quickly once people really learn the system. There's also the Escalation Die: in the second round of combat, the GM puts down a d6 at "1", and each new round he moves it to the next number up, up to 6 on the seventh round. The value on the Escalation Die is added to the character's attack rolls to represent them "building up momentum". Plus some character abilities add the Escalation Die to damage as well. This sounds really neat. Does this apply to all characters or just certain classes? What about enemies? Now I wish I had sent an email sooner
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# ? Mar 21, 2012 15:48 |
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I applied for the next round of playtesting. My co-GM is excited by this thread, so I guess we'll be buying the game when it comes out regardless of whether or not we get to playtest. Can you talk about unique class mechanics a bit? The rogue gets momentum, but what do other classes get? Or did I misread that and everyone gets momentum?
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# ? Mar 21, 2012 15:51 |
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# ? May 3, 2024 18:33 |
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nauggins posted:This sounds really neat. Does this apply to all characters or just certain classes? What about enemies? Every class gets the bonus to the attack rolls, some class features/attacks get it to damage rolls. And only PCs get the bonus, not NPCs or monsters. quote:Now I wish I had sent an email sooner
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# ? Mar 21, 2012 15:52 |