Drinking & Dragons

Difference between revisions of "13A:Rules"

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<h1><b style="color:maroon;">THIS PAGE IS NOT COMPLETE, AND PARTS MAY CHANGE, BUT FEEL FREE TO BEGIN READING.</b></h1>
<h1><b style="color:maroon;">THIS PAGE IS NOT COMPLETE, AND PARTS MAY CHANGE, BUT FEEL FREE TO BEGIN READING.</b></h1>


== Links ==
== Links ==
Line 13: Line 12:
: Now, the books are BEAUTIFULLY written with a very strong authorial voice, with plenty of designer sidebars. All of that is missing from the SRD. But sufficient is there for you to work with.
: Now, the books are BEAUTIFULLY written with a very strong authorial voice, with plenty of designer sidebars. All of that is missing from the SRD. But sufficient is there for you to work with.


== Books available ==
I own, at this time, all of the currently-published official 13th Age RPG material in dead-tree format (and most in PDF). The list of products that exist are:
;Rulebooks:
* 13th Age Core Rulebook
* 13 True Ways
* 13th Age Bestiary
* The Book of Loot
* GM Screen & Resource Book
;Adventures:
* Eyes of the Stone Thief
* High Magic & Low Cunning (+maps)
* Shadows of Eldolan
* The Strangling Sea
* (Organzed play material.)


;Random Splat:
== Material Available ==
* 13th Age Monthly (both years, thus far) -- this product mixes tons of stuff magazine style, and I haven't begin to more-than-skim it
13th Age isn't an "Where's Waldo" of option finding like 3e/Pathfinder became. Basically all player options are in Core Rulebook and 13 True Ways. Nearly all feats are class-specific and listed with the class (feats generally improving class features). The classes are split between those two books. The Book of Loot has a few consumables in it. (Note: nearly all "loot" in 13th Age is just gold pieces, and consumables. True Magic Items are pretty much "not available for purchase".) [nb: fitting, for those of you who know me as a GM!]
* 13th Age Soundtrack
* Campaign Coins Icon Tokens
 
== Material Availability ==
How does this affect what material is available for you to use as a player? Well, 13th Age isn't an "Where's Waldo" of option finding like 3e/Pathfinder became. Basically all player options are in Core Rulebook and 13 True Ways. Nearly all feats are class-specific and listed with the class (feats generally improving class features). The classes are split between those two books. The Book of Loot has a few consumables in it. (Note: nearly all "loot" in 13th Age is just gold pieces, and consumables. True Magic Items are pretty much "not available for purchase".) [nb: fitting, for those of you who know me as a GM!]


As a note, there's currently one large 3rd party publication (Nocturne) out, and a few more forthcoming (Glorantha, Midgard, Primeval Thule). While I plan to purchase these, and, after doing so, may mine from them for myself, they will not, for this game, be added as player material.
As a note, there's currently one large 3rd party publication (Nocturne) out, and a few more forthcoming (Glorantha, Midgard, Primeval Thule). While I plan to purchase these, and, after doing so, may mine from them for myself, they will not, for this game, be added as player material.


=== Again, less prosaically ===
=== Again, less prosaically ===
* Anyhing from the "rulebooks" is available. Also, since the SRD doesn't mark sources, anything that is in the SRD from the adventures is also available, but may need to be pointed out to me since I've yet to read the adventures. (But please don't go hunting for it; that defeats one of the "points" of 13th Age as a system.)
* Anything from the "rulebooks" is available. Also, since the SRD doesn't mark sources, anything that is in the SRD from the adventures is also available, but may need to be pointed out to me since I've yet to read the adventures. (But please don't go hunting for it; that defeats one of the "points" of 13th Age as a system.)
** But I strongly encourage the party to restrict class composition to majority-core, as those contained in 13 True Ways are more "niche" or "complicated" classes.
** But I strongly encourage the party to restrict class composition to majority-core, as those contained in 13 True Ways are more "niche" or "complicated" classes.
* I reserve the right to use and alter anything anything from anywhere, including 3rd Party and custom content. Which doesn't mean it's canon. (That is, giving you a "Potion of Foo" doesn't mean "Potion of Foo" is readily available always.)
* I reserve the right to use and alter anything anything from anywhere, including 3rd Party and custom content. Which doesn't mean it's canon. (That is, giving you a "Potion of Foo" doesn't mean "Potion of Foo" is readily available always.)
* The multiclassing rules will '''not''' be used.
* The multiclassing rules will '''not''' be used.


== Learning ==
== Learning ==
Line 53: Line 32:


=== Reading List ===
=== Reading List ===
* Core:
Core:
** Introduction: '''required'''. Sets some tones.
* Introduction: '''required'''. Sets some tones.
** Icons: '''required'''. Mostly fluff and not in the SRD.
* Icons: '''required'''. Not in the SRD.
** Character Rules: '''required'''. Twice. (Notice: there are a few 'general' feats here.)
* Character Rules: '''required'''. Twice. (Notice: there are a few 'general' feats here.)
** Races: ''optional''. I included this so the flavor came in over the SRD.
* Races: ''optional''. For fluff that's not in the SRD.
** Running the Game: '''required'''. The parts I left here are important. Incremental advances will be used to some degree. This expands upon the icon use rules from Character Rules chapter. See "Screen" for more of that. Rituals are an important rule. Then there's some ''optional'' setting fluff.
* Running the Game: '''required'''. The parts I left here are important. Incremental advances will be used to some degree. This expands upon the icon use rules from Character Rules chapter. See "Screen" for more of that. Rituals are an important rule. Then there's some ''optional'' setting fluff.
** Monsters: ''optional''. Gives you some general knowledge of a couple recurring mechanics.
* Monsters: ''optional''. Gives you some general knowledge of a couple recurring mechanics.
** The Dragon Empire: ''optional''. This chapter's entirely fluff (and not part of the SRD).
* The Dragon Empire: ''optional''. This chapter's entirely fluff (and not part of the SRD).
** Magic Items: ''optional''. Describes one-shot magic items and the True Magic Item chakra and quirk concepts. (tl;dr: all magic items are "intelligent").
* Magic Items: ''optional''.
** Appendices: ''optional''. But useful.
* Appendices: ''optional''. But useful.
* True: '''required'''. Just a couple pages of rules clarifications over the Core Rulebook.
 
Core or SRD (not included in PDFs shared):
* Combat Rules: '''required'''.
 
Other:
* True: '''required'''. Just a couple pages of rules clarifications over the Core Rulebook.
* Screen: '''required'''. Montages will be used.
* Screen: '''required'''. Montages will be used.
* Screen: ''optional''. The other portions are insight into the game.
* Screen: ''optional''. The other portions are insight into the game.
* Loot: ''optional''. The consumables part (2 pages) is here to quell your curiousity.
* Loot: ''optional''. The consumables part (2 pages) is here to quell your curiosity.
* The following chapters from the SRD, or books if you have them:
 
** Combat Rules: '''required'''.
=== Rules To Pay Attention To ===
13th Age is a d20-derived game, but there are certain things to pay extra attention to these differences:
;One Unique Thing (ch2)
: Paints your character in a broad stroke. Not necessarily "unique" as in "one of a kind" but more in the modern parlance of "special".
;Icon Relationships (ch2)
: This defines your characters relationship to the movers and shakers of the game world.
;Backgrounds (ch2)
: These replace fixed skills.
;Advice for Players (p60)
: Read.
;Customization (p75)
: Tinker away with the skinning/theming of your abilities!
;Weapon damage (p55, p75, p159)
: Class determines weapon damage. Weapon damage multiplies by level.
;Escalation Die (p162)
: The as the combat goes on, it gets more in the player's favor as momentum increases.
;Relational Combat (p160, 162-164)
: Combat in 13th Age is not played on a rigid grid. It's relational. Fate's "Zones" may be incorporated.
;Disengaging/Intercepting (p164)
: You take an opportunity attack if you don't disengage but move. Characters may intercept foes moving to attack an ally.
;Special actions: Fight in Spirit, Flee, Rally (p166)
: All three are uniquely handled in 13th Age.
;Death and Dying (p169)
: Death saves. Die at negative-half-maximum. If healed while negative, start from zero.
;Conditions (p172)
: These come up a lot more often than they used to. Recall that only the biggest penalty of a given type stays; no stacking.
;Saves (p173)
: These are fixed, not typically varying. Recall that saves always are rolled at the end of your turn (after the effect of whatever you'd be saving against).
;Rituals (p192-194)
: Non-combat spells in 13th Age are usually handled this way.
;True Magic Items (p284-285)
: Magic items are all intelligent and give you quirks and bind to a chakra.
 
There are more differences, but these are ones to be extra-cognizant of. Either they greatly differ from 3e/4e, or they go a long way in setting the feeling of the game.
 
=== Optional Rules ===
* Races: https://www.facebook.com/groups/1249511075100202/permalink/1253797848004858/
* Meaningful Death: https://www.facebook.com/groups/1249511075100202/permalink/1256242217760421/
* Lasting Wound: https://www.facebook.com/groups/1249511075100202/permalink/1256242217760421/
* Alignment: https://www.facebook.com/groups/1249511075100202/permalink/1257459660972010/
 


== Setting ==
== Setting ==
Though one of the common selling points of 13th Age is "It's a RPG world toolkit!", we'll be using the standard Dragon Empire from the book. Fortunately, the way they carefully write everything (much like Planescape was written) means it's wide-open to ''a lot'' of interpretation.
Though one of the common selling points of 13th Age is "It's a RPG world toolkit!", we'll be using the standard Dragon Empire from the book. Fortunately, the way they carefully write everything (much like Planescape was written) means it's wide-open to ''a lot'' of interpretation. We are using the map, cities, religion, etc, as given in the book. I'd be nice if you could at least skim the chapter.
 
=== Icons ===
One of the first things that always screams, "customize me!" is the set of icons. We will '''not'''. The book Icon set will be used. It has a ton of play testing behind it, a good chunk of class features written for it, and so on. It's a pretty big thing to change, and we don't have deep enough knowledge of the system to tweak it lightly.
 
Make sure you become intimate with all of the icons.


One of the first things that always screams, "customize me!" is the set of icons. The book icon set will be used. It has a ton of playtesting behind it, a good chunk of class features written for it, and so on. It's a pretty big thing to change, and we don't have intimiate-enough knowledge of the system to tweak it lightly.


== Expectations/Policies ==
== Expectations/Policies ==
We will discuss these.
We will discuss others.


=== Wiki ===
=== Wiki ===
Line 85: Line 113:
Unlike in previous/other games, I do ''not'' want wiki rewards to be large or get out of hand. Wiki participation is ''expected'' (and was an important part of our choosing you as a player).
Unlike in previous/other games, I do ''not'' want wiki rewards to be large or get out of hand. Wiki participation is ''expected'' (and was an important part of our choosing you as a player).


== Questions ==
==== Character Sheet ====
During group worldbuilding and character creation (some of which may occur "offline" before the first meet-up), the following questions need to be answered:
 
* Races available: Include Dragonic/Holy One/Forgeborn/Tieflings?
 
==== Naming Conventions ====
 


== Char Gen ==
== Character Generation ==
;Statistics
;Statistics
: Select and use one of the Stat Arrays from page 309 of the Core Rulebook (PDFp91 in the extract). No hand-tweaking of point buy, nor rolling.
: Select and use one of the Stat Arrays from page 309 of the Core Rulebook (PDFp91 in the extract). No hand-adjusting of point buy, nor rolling.
 
 
=== Fluff Content ===
 
 
==== Languages ====
 
 
== Progression ==
 
 
=== Incremental Advances ===
If you've been keeping up with the wiki, take an incremental advance after every session
 
=== Changing Choices ===
 
== House Rules ==

Revision as of 13:34, 19 September 2016

THIS PAGE IS NOT COMPLETE, AND PARTS MAY CHANGE, BUT FEEL FREE TO BEGIN READING.

Links

Official 13th Age site
http://site.pelgranepress.com/index.php/category/products/13th-age/
Sadly, not very good. Official forums are terrible.
https://www.reddit.com/r/13thage/
Reasonably used, for a not-very-widespread system.
Official SRD
http://site.pelgranepress.com/index.php/the-archmage-engine-13th-age-srd/
(I recommend you just get Single PDF File).
As a d20 derivative, 13th Age rules are wholely open source. It can take them a while (if ever) to add it to the 'official SRD' though. Jonathan Reyst's unofficial web presense for it (http://www.13thagesrd.com) isn't so great (as ugly as unfriendly as d20pfsrd, but not complete like it is). The SRD contains the Core Rulebook, 13 True Ways, and the Bestiary, with a few items from the adventures. It notably does not include the Book of Loot yet.
Now, the books are BEAUTIFULLY written with a very strong authorial voice, with plenty of designer sidebars. All of that is missing from the SRD. But sufficient is there for you to work with.


Material Available

13th Age isn't an "Where's Waldo" of option finding like 3e/Pathfinder became. Basically all player options are in Core Rulebook and 13 True Ways. Nearly all feats are class-specific and listed with the class (feats generally improving class features). The classes are split between those two books. The Book of Loot has a few consumables in it. (Note: nearly all "loot" in 13th Age is just gold pieces, and consumables. True Magic Items are pretty much "not available for purchase".) [nb: fitting, for those of you who know me as a GM!]

As a note, there's currently one large 3rd party publication (Nocturne) out, and a few more forthcoming (Glorantha, Midgard, Primeval Thule). While I plan to purchase these, and, after doing so, may mine from them for myself, they will not, for this game, be added as player material.

Again, less prosaically

  • Anything from the "rulebooks" is available. Also, since the SRD doesn't mark sources, anything that is in the SRD from the adventures is also available, but may need to be pointed out to me since I've yet to read the adventures. (But please don't go hunting for it; that defeats one of the "points" of 13th Age as a system.)
    • But I strongly encourage the party to restrict class composition to majority-core, as those contained in 13 True Ways are more "niche" or "complicated" classes.
  • I reserve the right to use and alter anything anything from anywhere, including 3rd Party and custom content. Which doesn't mean it's canon. (That is, giving you a "Potion of Foo" doesn't mean "Potion of Foo" is readily available always.)
  • The multiclassing rules will not be used.


Learning

None of us have played this before. Not even me. (I tried to find locals to try first, but there were none.) So it's a learning experience before. While you can largely learn from the SRD, I will be providing everyone a PDF of a few key chapters from the Core book to read, so they can get the author's voice.

Icon Relationship Dice

  • There are many uses for the Icon Relationship Dice. I will be trying different ones as we go to see what works best, and what's most fun. The authors themselves admit (Core Book, and GM Resource) they weren't sure what the community would come up with, that we should try them out to find which one(s) we prefer.

Reading List

Core:

  • Introduction: required. Sets some tones.
  • Icons: required. Not in the SRD.
  • Character Rules: required. Twice. (Notice: there are a few 'general' feats here.)
  • Races: optional. For fluff that's not in the SRD.
  • Running the Game: required. The parts I left here are important. Incremental advances will be used to some degree. This expands upon the icon use rules from Character Rules chapter. See "Screen" for more of that. Rituals are an important rule. Then there's some optional setting fluff.
  • Monsters: optional. Gives you some general knowledge of a couple recurring mechanics.
  • The Dragon Empire: optional. This chapter's entirely fluff (and not part of the SRD).
  • Magic Items: optional.
  • Appendices: optional. But useful.

Core or SRD (not included in PDFs shared):

  • Combat Rules: required.

Other:

  • True: required. Just a couple pages of rules clarifications over the Core Rulebook.
  • Screen: required. Montages will be used.
  • Screen: optional. The other portions are insight into the game.
  • Loot: optional. The consumables part (2 pages) is here to quell your curiosity.

Rules To Pay Attention To

13th Age is a d20-derived game, but there are certain things to pay extra attention to these differences:

One Unique Thing (ch2)
Paints your character in a broad stroke. Not necessarily "unique" as in "one of a kind" but more in the modern parlance of "special".
Icon Relationships (ch2)
This defines your characters relationship to the movers and shakers of the game world.
Backgrounds (ch2)
These replace fixed skills.
Advice for Players (p60)
Read.
Customization (p75)
Tinker away with the skinning/theming of your abilities!
Weapon damage (p55, p75, p159)
Class determines weapon damage. Weapon damage multiplies by level.
Escalation Die (p162)
The as the combat goes on, it gets more in the player's favor as momentum increases.
Relational Combat (p160, 162-164)
Combat in 13th Age is not played on a rigid grid. It's relational. Fate's "Zones" may be incorporated.
Disengaging/Intercepting (p164)
You take an opportunity attack if you don't disengage but move. Characters may intercept foes moving to attack an ally.
Special actions
Fight in Spirit, Flee, Rally (p166)
All three are uniquely handled in 13th Age.
Death and Dying (p169)
Death saves. Die at negative-half-maximum. If healed while negative, start from zero.
Conditions (p172)
These come up a lot more often than they used to. Recall that only the biggest penalty of a given type stays; no stacking.
Saves (p173)
These are fixed, not typically varying. Recall that saves always are rolled at the end of your turn (after the effect of whatever you'd be saving against).
Rituals (p192-194)
Non-combat spells in 13th Age are usually handled this way.
True Magic Items (p284-285)
Magic items are all intelligent and give you quirks and bind to a chakra.

There are more differences, but these are ones to be extra-cognizant of. Either they greatly differ from 3e/4e, or they go a long way in setting the feeling of the game.

Optional Rules


Setting

Though one of the common selling points of 13th Age is "It's a RPG world toolkit!", we'll be using the standard Dragon Empire from the book. Fortunately, the way they carefully write everything (much like Planescape was written) means it's wide-open to a lot of interpretation. We are using the map, cities, religion, etc, as given in the book. I'd be nice if you could at least skim the chapter.

Icons

One of the first things that always screams, "customize me!" is the set of icons. We will not. The book Icon set will be used. It has a ton of play testing behind it, a good chunk of class features written for it, and so on. It's a pretty big thing to change, and we don't have deep enough knowledge of the system to tweak it lightly.

Make sure you become intimate with all of the icons.


Expectations/Policies

We will discuss others.

Wiki

As a lot of the story will evolve as we play it, it's quite important to maintain the campaign log on the wiki. While I will not make wiki participation mandatory via a stick, here's a pretty hefty carrot: satisfactory participation in the wiki will open up the Incremental Advance rules to you, allowing you to level-up your character in stages. Eventually non-participants will catch up at the next level-up point, but you'll get there more smoothly.

"Satisfactory" participation includes regularly writing session recaps and maintaining your character sheet. Endeavors with other pages (such as NPC pages) may yield additional boons, such as icon relationship results, consumables, or even just rerolls.

Unlike in previous/other games, I do not want wiki rewards to be large or get out of hand. Wiki participation is expected (and was an important part of our choosing you as a player).

Character Sheet

Naming Conventions

Character Generation

Statistics
Select and use one of the Stat Arrays from page 309 of the Core Rulebook (PDFp91 in the extract). No hand-adjusting of point buy, nor rolling.


Fluff Content

Languages

Progression

Incremental Advances

If you've been keeping up with the wiki, take an incremental advance after every session

Changing Choices

House Rules