|
Vanadium posted:Rude.
|
# ¿ Apr 30, 2012 22:03 |
|
|
# ¿ Apr 28, 2024 16:20 |
|
fosborb posted:feats are tied to powers
|
# ¿ Apr 30, 2012 23:26 |
|
Red_Mage posted:This is a picture from a cookbook, it is not even a particularly well laid out cookbook, but it is still better than 99% of RPGs. You will note it has a big picture and some important information as the first thing you see when you turn to the page. Below you will notice it has an ingredients list and then some steps to use said ingredients to prepare the dish. There are even helpful pictures to illustrate the step. This format would make for a beautiful monster manual that is more useful than any I've ever seen. EDIT: Nice example with the history book. That generally is one of the more annoying aspects of setting books. MadScientistWorking fucked around with this message at 20:37 on Jun 14, 2012 |
# ¿ Jun 14, 2012 20:32 |
|
angry_keebler posted:I totally agree. My main gripe with 4e ph1(well all frpg player books) is you get variations on the same 10 pictures in every book. Buff man swinging bigsmasher, pretty girl in leather thigh boots, and top down sketches showing us what a spear, net, and sword look like. MadScientistWorking fucked around with this message at 20:38 on Jun 14, 2012 |
# ¿ Jun 14, 2012 20:36 |
|
Unhappy Meal posted:I don't know about you, but I certainly want all my monster manuals in cookbook format now.
|
# ¿ Jun 14, 2012 20:56 |
|
Evil Mastermind posted:Personally, I don't think the Icons need to be stated up mechanically because they're not intended to be interacted with that way. They're not people who you're supposed to go beat up, they're the major movers and shakers in the world and as such adventurers can go their whole lives working for the Archmage or whoever and never actually meet him face-to-face.
|
# ¿ Jul 10, 2012 14:12 |
|
Gomi posted:How do you figure? MadScientistWorking fucked around with this message at 17:42 on Jul 10, 2012 |
# ¿ Jul 10, 2012 17:40 |
|
Gomi posted:Also, killing off an Icon is in no way inconsequential. Not even in the grand scheme of things. First off, the post might be vacant for an arbitrary length of time (Orc Lord, Emperor, Archmage), and that vacancy has significant game-world effects. MadScientistWorking fucked around with this message at 19:04 on Jul 10, 2012 |
# ¿ Jul 10, 2012 18:51 |
|
Mystic Mongol posted:I don't see how players trying to come up with a stunt every round of combat is a problem. quote:There are areas where grids do things way, way better than non-gridded systems. One of them is forced movement - compare Tide of Iron (level 1 Fighter Power in 4e) to Shield Bash (level 1 flexible fighter maneuver from 13A). Tide of Iron is one of my favorite powers from 4e, and it's where it 'clicked' for me that Fighters get to do cool stuff in combat too. Bashing monsters all over the place, pushing them off cliffs and into fires - it's a fantastic power, and it really sells the Fighter as a fun, engaging class in combat. MadScientistWorking fucked around with this message at 14:22 on Jul 17, 2012 |
# ¿ Jul 17, 2012 14:17 |
|
Is AC Con/Dex/Wis or Con/Dex/Int? The pdf lists both at one point.
|
# ¿ Jul 18, 2012 04:57 |
|
moths posted:There's no quickstart abbreviated version, but there's enough live games, reviews, and previews out there that you should be able to cobble together an impression of what it's all about. It's essentially an unfucked 3e that borrows the class balance, good math, and fun combat from 4e, while simultaneously incorporating cool story elements from the smaller indie games nobody ever runs. MadScientistWorking fucked around with this message at 14:45 on Jan 4, 2013 |
# ¿ Jan 4, 2013 14:39 |
|
moths posted:Some classes have complexity knobs.
|
# ¿ Jan 4, 2013 21:08 |
|
What is up with the AC values for the Eldrich Knight? The preview shows two conflicting sets of values.
|
# ¿ Aug 10, 2013 00:22 |
|
waderockett posted:The first set are the base AC values for the class; the second set are the AC values at 1st level. (Same format as the classes in the core rule book.)
|
# ¿ Aug 10, 2013 15:01 |
|
So I have another question about the Monk now. How is the damage dice for the fist, backhand, and kick supposed to progress? With the way its worded it actually sounds like the damage dice progresses one to an additional die every time you level.
|
# ¿ Aug 11, 2013 17:01 |
|
Flavivirus posted:That would put it in line with every other weapon, any reason you think that's odd? waderockett posted:It's a playtest draft, so if it doesn't make sense it would help us a lot if you reported back that it doesn't make sense. If you get help on the forums, it's less useful to the designers (and potentially leads to a worse design.) MadScientistWorking fucked around with this message at 18:01 on Aug 11, 2013 |
# ¿ Aug 11, 2013 17:53 |
|
quote:On offense, fighters rely on Flexible Attacks, where rather than picking an attack power and rolling, you roll, and based on whether your roll was odd, even, a hit, or a miss, you pick a corresponding Flexible Attack. So, every round your choice is "basic attack". One of the first you learn is called Deadly Assault. On a Natural Even Hit, you can reroll any 1s on damage. Oh, that doesn't sound so bad, right? Well, if you're a two handed fighter, you'll be using a d10 weapon. At first level, your damage roll will look like 1d10+5, so you'll get to reroll a 1 once every ten times. And once every ten times, you're going to reroll that 1 as another one. So 91 times out of 100, you activate this ability and it doesn't do poo poo. It has a 9% success rate at boosting your damage by at least a single point. quote:Then there's the "enemies you're threatening take a penalty equal to your secondary stat to try and escape". Okay, except, again, there are going to be multiple enemies, and unless they're targeting you already, you can only engage one at a time. MadScientistWorking fucked around with this message at 13:02 on Aug 13, 2013 |
# ¿ Aug 13, 2013 12:59 |
|
Quadratic_Wizard posted:If you're engaged with an enemy, you can't then walk over to a second enemy and engage him, without first Disengaging from the first enemy. Quadratic_Wizard posted:I know. And at level 10, with 22 strength, you'll roll 10d10+18 damage, which is a really solid chunk. Using that flexible attack ups the average damage from 73 to...77. MadScientistWorking fucked around with this message at 14:29 on Aug 13, 2013 |
# ¿ Aug 13, 2013 14:13 |
|
PantsOptional posted:If you couldn't be engaged with more than one enemy at once, disengaging from or popping off of multiple enemies wouldn't work at all. As written, if two orcs flank your wizard you're engaged with both of them and you take a -1 to your disengage check to escape both of them.
|
# ¿ Aug 13, 2013 14:58 |
|
Ferrinus posted:I've been fixing to make a character for a 13A game and good lord are ability scores obtrusive. The system's somehow managed to achieve the maximally annoying mixture of encouraging you to flavor stuff however you like and giving individual ability scores largely irreplaceable functions. Why are these stupid things still in the game.
|
# ¿ Aug 13, 2013 17:50 |
|
Ferrinus posted:That IS how you optimize, yes, but you can only have two dump stats and Dex and Con are inherently superior irrespective of your class and there's no real way to guarantee that your low ability scores won't come up on a background check so you have no real way of getting away with being e.g. a buff sorcerer. It's so stupid.
|
# ¿ Aug 13, 2013 18:20 |
|
Ferrinus posted:It determines your initiative and is one of the attributes that factors into armor class. EDIT: The only reason why I'm really confused is that the character I have a character with the stat array which your actually complaining about being unoptimized but I have no clue why. MadScientistWorking fucked around with this message at 18:49 on Aug 13, 2013 |
# ¿ Aug 13, 2013 18:44 |
|
01011001 posted:It doesn't negate his point that ability scores as they are are fairly obtrusive and don't add a whole lot to make up for it.
|
# ¿ Aug 13, 2013 19:33 |
|
Zandar posted:The point of rules, though, is to make the fun course of action the optimal one. Ferrinus posted:EDIT: I think QM has a solid point that, unlike a spellcaster, the fighter can't decide executively that it's time to pull out all the stops and Unleash. They're hope-based. MadScientistWorking fucked around with this message at 23:20 on Aug 13, 2013 |
# ¿ Aug 13, 2013 23:10 |
|
pospysyl posted:Ability scores are presented as a spread of equal categories of activities your character is good at, but being bad at Dexterity is fundamentally worse than being bad at Charisma, no matter what class you're playing.
|
# ¿ Aug 14, 2013 14:53 |
|
Ferrinus posted:I'm not asking for help, I'm offering criticism. I've got a sorcerer I'm happy with, it's just not the one I originally wanted to play because Thirteenth Age's supposed narrative flexibility is directly undercut by Thirteenth Age's archaic and cumbersome ability score rules.
|
# ¿ Aug 14, 2013 15:23 |
|
Flaky Biscuit posted:I really think it would've been better served by throwing off those shackles.
|
# ¿ Aug 15, 2013 15:46 |
|
Doublehex posted:What? The book says you can only pick the Advances once. But now that I think about it...why would I give my players an advance after every session? They'd have all the advances by the time they're level 3!
|
# ¿ Aug 24, 2013 15:32 |
|
Wait does the Monk playtest say what I think it does and that the crappy design of previous editions Monk's were preserved?
|
# ¿ Nov 29, 2013 22:26 |
|
-Fish- posted:Did you download the Monk Playtest or the 13 True Ways Monk and Commander Playtest?
|
# ¿ Nov 29, 2013 22:52 |
|
ProfessorCirno posted:So the question is, DO their ki powers or maneuvers or whatever they are make up for it? Or is it D&D monk where none of their powers have any synergy and it's just a mish mash of unrelated things?
|
# ¿ Nov 30, 2013 14:51 |
|
waderockett posted:Jonathan said that if a monk is punching or kicking someone, it makes sense for the damage to be based on how strong the monk is rather than how dextrous the monk is. That was the reasoning behind how it was done in 3e, and unless Rob had a compelling reason to make it Dex-based instead, why go that route? Jonathan didn't say, "The monk has to use Str because that's how we did it in the old days." It was, is there a good justification for changing this aspect of the class? MadScientistWorking fucked around with this message at 05:53 on Dec 1, 2013 |
# ¿ Dec 1, 2013 05:51 |
|
CaptCommy posted:Not that I disagree with this from a mechanical perspective, but strength does affect how hard you can punch someone. Technique matters most; speed and power will always follow after proper technique. But given equal skill, a stronger martial artist will do more damage than one not as fit. And, if we're providing creds, this comes from 8 years of various martial arts training.
|
# ¿ Dec 2, 2013 03:31 |
|
ZenMasterBullshit posted:Because you have to have classes that are always simple for beginner players!!! Tweet posted:My 13th Age sorcerer casts empowered spells, which are a new way to embody the original approach to spellcasting. In D&D in 1974, a magic-user’s spells were special. They were more powerful than a fighting-man’s attacks, but the magic-user cast fewer spells than the fighter made sword attacks. This original formulation—spellcasters with one-use spells and fighters with infinite-use attacks—survived all the way through 3rd Edition and on into Pathfinder. The problem is that high-level spellcasters not only get more spells but the average power level of their spells also goes up, creating a multiplier effect. High-level spellcasters deal more damage than the fighter, round after round after round. Fourth Edition solved this problem by normalizing all the classes, so that they all have comparable access to limited-use, high-power attacks. For the first time ever, D&D classes were really balanced, but they were also too similar to each other. The dichotomy from 1974 was gone. Fighters had limited-use, high-power attacks just like the wizards did. Magic wasn’t special any more. Rob and I brought this dichotomy back in 13th Age, where spellcasters have more limited-use, high-power attacks than fighters do. If we did our work right, the classes are still balanced even though their power profiles are different. The sorcerer in particular embodies this dichotomy with its “Gather Power” class feature. A sorcerer can spend one turn “powering up,” and then cast a double-strength spell next turn. It means that my sorcerer casts two or three bigs spells per battle, while the ranger makes five to ten attacks in the same number of rounds. The classes are balanced, but magic is still special. Just as a side note is there an actual mechanic in terms of how falling damage works? I know the wizard gets feather fall but outside of that I couldn't find any rules in the book. MadScientistWorking fucked around with this message at 22:31 on Jan 10, 2014 |
# ¿ Jan 10, 2014 22:25 |
|
Is it actually possible to do less damage on a hit than on a miss in this game? I've been slowly working on converting over to 13th Age for my game and I was looking over someone's character sheet and realized that he does 1d6-1 damage on a hit.
|
# ¿ Jan 16, 2014 16:07 |
|
TheDemon posted:if you're talking about me I fully intend to play your entire campaign without ever rolling a damage die My Lovely Horse posted:At every level your miss damage and minimum possible result on weapon damage dice, without modifiers, are both exactly your level. So for that to happen you'd need to roll minimum damage and have a negative ability modifier, but then it's entirely possible, and you'll do 1 more damage on a miss. The higher level you are the less likely it becomes, although from certain levels on your modifier gets multiplied by 2 or 3 so you can afford having a single 2 or 3 in with all the 1s on the damage roll. EDIT: Also, this brings up an important question. How much adjustment will I have to do if I have two PCs that are not damage based? MadScientistWorking fucked around with this message at 17:10 on Jan 16, 2014 |
# ¿ Jan 16, 2014 17:02 |
|
RyvenCedrylle posted:What's interesting about it is the pact repercussions not so much its fighting style - which is what you really need to make a class sing. I think the Necromancer would be more supportive of its own class than a Warlock but also splitting it off from the Wizard starts begging for Pyromancers and Geomancers and so on.
|
# ¿ Jan 23, 2014 04:36 |
|
ZenMasterBullshit posted:Plots are hard. I want to run a decent length 13A game in the base setting before I get too far into designing my 22nd age stuff, but I'm having difficulty coming up with a plot that would require going to a lot of locations in the setting that's not just a "Go collect all the [X]". But then again, maybe that's all I really need?
|
# ¿ Feb 7, 2014 23:20 |
|
Majuju posted:Are you referring perhaps to Owlbear Run?
|
# ¿ Feb 8, 2014 00:12 |
|
|
# ¿ Apr 28, 2024 16:20 |
|
Majuju posted:I tried running it for my 4E group but it's sort of bare-bones-y and I should've put more work into it in advance to facilitate more in-depth encounters. Also the mechanics for moving the owlbear are pretty trite and repetitive (skill checks over and over), and it's entirely possible to create an 'unwinnable' race state with a few botched rolls, which isn't that fun. Using it as a framework and running things in a more holistic manner would be the ideal way to do it, as well as beefing up some of the conflicts.
|
# ¿ Feb 8, 2014 00:56 |