Reviews

13th Age Core Book by Rob Heinsoo, Jonathan Tweet

soless's review

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4.0

Definitely not a core book for beginners, as lots of the rules assume you're familiar with D&D at the very least. I appreciate the generic feel of the setting. Let's you overlay it on top of any other game, really.

mburnamfink's review

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5.0

When most gamers sit down and decide to write 'D&D but better', we call it a fantasy heartbreaker. When Rob Heinsoo and Johnathan Tweet (lead designers of D&D 4e and D&D 3rd respectively) decide to do that, the result is an elegant and exciting roleplaying game that combines the best features of many D&D versions.

At the core of 13th Age are the Icons, 13 powerful mortal archetypes who shake the world and whom the player characters have a relationship. The Icons are a mechanical realization of the big NPCs in many settings, but in 13th Age they're divided against each other in tangled alliances and enmities, stretched to the limits of their abilities, and poised on the edge of catastrophe. The whole setting feels like Europe circa 1914, in a good way. The game is structured for thing to fall apart and the players to decide how the rubble will land.

Character classes are another highlight of 13th Age. Classes have been compressed into 10 levels, and are made nicely distinct from each other. For example, Fighters can pick what power they use after they attack, Bards sing songs where the final verse has an escalating effect, and Sorcerers charge their spells before attacking. Within classes there's plenty of room for diversity by picking Talents and attacks individually from a list, and enhancing them with Feats. Characters will only master three skills by the end of the game, which makes for satisfying but reasonable choices.

Combat is no longer tied to the grid as it was in 4e, with a more flexible system of engaged/disengaged replacing detailed movement rules. Much of the built in complexity of 3rd is removed, such as rules for Grapples, Trips, and Disarms. Hitpoints as the sole measure of combat endurance along with a Helaing Surge style mechanism (resurgance) are welcome 4e carryovers. Spells and weapons remain competitive through the level, with a 10th level warrior doing 10d8+3*Str damage with their longsword and 10th level wizard unleashing similar spell damage damage. Save-or-suck only works on creature with low hitpoints, so powerful enemies have to be whittled down first.

The GMing section provides a basic stock of monsters and magic items, and some useful guidelines on how to create your own, although as a single source book, there's definitely room for expansion. The default setting is some of the most gameable generic fantasy I've seen, but there are plenty of blank spots on the map and it's easy enough to swap out one to all of the Icons to change up the setting.

That said, there are some weak spots. The full page illustrations are gorgeous, the monster art less so. I'm not sure how well rolling firstful of dice will work in combat, and some groups may rebel at the entire idea of having to have relationships with the Icons. That said, these are minor gripes, and 13th Age is my next go-to game.

speculativebecky's review

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4.0

Okay finally went back and finished the combat section of this book. I didn't read it cover to cover but I read all the general player sections (not so much of the running the game stuff.) I like a lot of the ideas in this system, especially the icons and how that connects the players to the world.
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