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[13th Age] Small Talk

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Chrome:

--- Zitat von: Kazekami am 27.07.2013 | 16:26 ---Dann würde ich mal behaupten, dass Du das Buch am Montag oder Dienstag bekommst. Es sei denn, Pelgrane hat in mehreren Intervallen verschickt oder Deine Postanschrift ist nicht in Deutschland. Gesendet werden die Bücher via Royal Mail und in Deutschland als Päckchen von DHL ausgeliefert. Zumindest war es in meinem Fall so.

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Sitz ist Deutschland, aber guter Hinweis mit DHL. Das gelbe Monster von Transport-Wagen war wohl heute noch nicht in meiner Gegend. Die Vorfreude wächst...  :D

Kazekami:
Ich drücke Dir die Daumen, dass Du heute noch Gelb siehst … ;D

Kazekami:

--- Zitat ---Songmaster
When you attempt to maintain a bardic song, if you describe it in a fashion that entertains the GM, or at least a couple of the players, you get a bonus of +1 to +3 to maintain the song. Avoid this talent if you aren't big on table-patter or if you are not up to improvising themes and subjects of songs. If the table is pressed for time or people are tired of hearing you improvise, the GM can default to asking you to be quiet and handing you a +1 to +2 bonus that degrades to +0 to +1 if you are actually being annoying.
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Dieses Barden-Talent steht für mich stellvertretend für viele einfache aber geniale Kniffe in 13th Age, die mir schon beim Lesen großen Spaß bereiten. Ich kann mir schon den Spieler des betrunkenen Zwergenbarden vorstellen, der seinen Bonus bekommt, bevor er den Mund aufmacht oder vom Tisch aufsteht, um mit dem Hintern zu wackeln. Ich wette, da wäre auch ’ne +3 drin! ;D Großartig.

Praion:

--- Zitat ---13 Ways Why 13th Age Is Awesome:

1) Bounded levels. 13th Age avoids the problems with high-level play by only going to level 10. Levels 1-3 are the "Adventurer" tier, levels 4-7 are the "Champion" tier, and levels 8-10 are the "Epic" tier.

2) Every character has One Unique Thing. What is that One Unique Thing? Well, maybe you're human who was raised by dwarfs. Maybe you're the Emperor's drinking buddy. Maybe some cult thinks you're the reincarnation of a past Icon. Maybe your right arm has been replaced with a living tree branch. Whatever it is, it's up to that particular player. There's no mechanical effect of your One Unique Thing (unless the GM feels it might help in a situation), but it's a way for the players to get in on the worldbuilding, and to provide the GM with story hooks the players want to see happen.

3) Backgrounds help define who your character is. Think of Backgrounds as "freeform skills". Every character gets 8 to buy backgrounds with (each point is a +1 to the Background), and they're whatever the player wants. So if you wanted to play someone who grew up on the streets of the big city, instead of taking a bunch of skills like Thievery, Sneak, City Knowledge, and Streetwise, you can just take the Background "Grew up on the streets" and that covers any action where growing up on the streets would help with.

4) Icons. Icons are the 13 most powerful, important people in the world. People such as The Archmage, The Dwarf Kind, The Great Gold Wyrm, and The Emperor. These are people your characters have never met, and may not ever meet, but whose actions have an impact on the world. Each Icon has a supporting organization that handles day-to-day operations so the Icons themselves can concern themselves with the bigger picture, and every character has relationships (good or bad) with some of the Icons.
You ever wonder why Elminister always finds adventurers to stop some world-ending threat when he could just wave his hands and make it go away? In 13th Age, it's because The Archmage is busy dealing with cosmic-level threats or maintaining spells that keep hordes of demons at bay. He has operatives on the payroll to deal with smaller threats, and clerks and support systems in place to go out and hire people to deal with other threats.
That's not to say that, in the fullness of time, you'll never meet them. Work hard enough and you might become an Icon's right-hand agent...or become their most hated enemy.

5) The Escalation Die The Escalation Die is a d6 that is uses every combat. At the start of the first combat, the die is set to "0", and at the top of each round it increases by one and tops off at 6. The value of the Escalation Die represents the momentum of the fight as the characters get rolling, and is added to the attack rolls of the PCs. And only the PCs; most monsters (with the exception of big things like dragons) don't get the bonus. Some class powers even key off the die, giving more bonuses or granting access to more powerful attacks. It also helps prevent long, swingy combats.

6) Feats make you better at things. Feats in 13th Age are mostly tied to the class abilities, and boost those specific powers. For example, the Cleric's "Heal" ability normally lets a target next to you use a "healing surge", and can be cast twice per battle as a minor action. The Adventurer feat lets the Cleric use the ability on someone nearby instead of having to be next to them, the Champion feat increases the healing done if the target it at or below 0 hp, and the Epic feat gives a huge flat bonus to the healing.
There are character-specific feats as well, doing things like giving you more Background points, or boosting your racial abilities, but the feats are more for making you more capable at your class abilities.

7) Everyone scales the same so no linear fighter/quadratic wizard issue. Not only is the power spread not as bad at higher levels due to the fact that everyone tops off at level 10, weapon damage for everyone scales with level. When you hit with a weapon, you get a damage die for each character level. If your level 6 fighter hits with a longsword, you do 6d8 base damage regardless of what move you're using (if any).

8) It's easy to make new races and icons for your setting. Races are defined by a single +2 to a stat and a racial power that can be boosted by a single feat. No level adjustments, no long string of small abilities you're going to forget or outgrow. As an added bonus, 13th Age not only has the standard D&D races, but also has dragonborn, assimar, tieflings, and warforged as "optional".
What's more, because Icons don't have any stats, it's very easy to create new ones for your setting. In Eberron, for example, the dragonmarked houses are perfect Icons. You're not limited to 13 Icons, either. All you need to do is figure out who the major movers and shakers are, and you're good.

9) Combat is abstracted, but not too abstracted. 13th Age doesn't use a grid. Instead, the basic "measurements" in combat are the distance between people: "engaged" (adjacent), nearby, and far away. Likewise, movement is abstracted. "Nearby" means that you're close enough to get to someone in a move action, "far away" means you'd have to make a movement check to see if you can get there in one action. You don't count squares/feet/whatever. Positioning does matter, but for the most part all that matters is the distance between combatants.

10) Fighting In Spirit means you can keep helping. Being knocked out or killed in a fight sucks, not just because you're dead but because now you're sitting around waiting for the fight to end. If you're down, once per round you can grant people a +1 or +2 to an ally by describing why that character would get the bonus. "Bob the Fighter sees me fall, and is filled with rage at seeing his battle-brother fall! He gets +2 to his attack rolls!"

11) Flex Attacks are fun. A lot of abilities are "flex attacks", where the attack is different based on the result of the d20 roll. For instance, the Fighter's "Deadly Assault" maneuver triggers on any natural even hit, and lets you reroll any 1s on your damage dice. Other moves trigger on misses, or a natural 16+. The best part of flex attacks is that you don't have to declare them in advance. The moves are triggered by the die roll, not by you saying you want to use them.

12) The Mook rules rule. Mooks in 13th age are treated as groups of low-power bad guys. Mooks always act in clusters if they can, but all act individually. However, when you hit a mook group, you roll your damage and apply it to the whole group, meaning you can take out multiple mooks with one attack. So if you have a group of 5 mooks with 3 hit points each, and do 11 damage to it, you take out 11/3 = 3 of them in one attack, and the remaining mooks have 4 hit points left.

13) Magic items are more than just a plus to rolls. Well, magic items still grant bonuses, but every magic item is "alive with magic and has their own personality quirks. For instance, a Stalwart Cloak increases your physical defense and makes opponent reroll hits against you, but forces you to always bee the last to retreat or get away from danger. If you have fewer items than your level, then they're just little tugs against your actions. But if you have more items than your level, the quirks become unavoidable and will be constantly overriding you.
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Selganor [n/a]:

--- Zitat von: Kazekami am 29.07.2013 | 11:32 ---Dieses Barden-Talent steht für mich stellvertretend für viele einfache aber geniale Kniffe in 13th Age, die mir schon beim Lesen großen Spaß bereiten. Ich kann mir schon den Spieler des betrunkenen Zwergenbarden vorstellen, der seinen Bonus bekommt, bevor er den Mund aufmacht oder vom Tisch aufsteht, um mit dem Hintern zu wackeln. Ich wette, da wäre auch ’ne +3 drin! ;D Großartig.

--- Ende Zitat ---
Baeh... Ist das Class Feature des Bard oder ein Feat?

Bei ersterem waere das (zumindest fuer mich) ein Punkt GEGEN 13th Age.
Ich habe seit AD&D 2nd zahlreiche Barden gespielt (der Name Selganor stammte z.B. von einem von mir gespielten Barden aus den Realms) aber noch NIE einen "Musiker".

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