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  3. I’ve been thinking about 13th Age recently largely because I am over pathfinder 2E.

I’ve been thinking about 13th Age recently largely because I am over pathfinder 2E.

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  • NullN This user is from outside of this forum
    NullN This user is from outside of this forum
    Null
    wrote on last edited by
    #1

    I’ve been thinking about 13th Age recently largely because I am over pathfinder 2E.

    There’s a decent game in there, sure. But it’s frustrating. The tag system is hyper specific, poorly explained and also sometimes bafflingly incomplete. Some classes just seem pretty well … bad (I looked over my bard player’s options and winced) The multiclassing seems awful. I have no idea who’d want it. A lot of abilities add static numbers that don’t scale with level, making them player traps. Monsters are bullet sponges. The skills are a mess. They’re too nebulous and overlapping.

    I’ve been with it for months now and I can say that despite its flaws I enjoyed PF1E and unchained way more than this.

    I’ve let some of my players know that we’re only continuing PF until 13th age comes out, then we’re going to tour that.

    #ttrpg

    四Y 1 Reply Last reply
    0
    • NullN Null

      I’ve been thinking about 13th Age recently largely because I am over pathfinder 2E.

      There’s a decent game in there, sure. But it’s frustrating. The tag system is hyper specific, poorly explained and also sometimes bafflingly incomplete. Some classes just seem pretty well … bad (I looked over my bard player’s options and winced) The multiclassing seems awful. I have no idea who’d want it. A lot of abilities add static numbers that don’t scale with level, making them player traps. Monsters are bullet sponges. The skills are a mess. They’re too nebulous and overlapping.

      I’ve been with it for months now and I can say that despite its flaws I enjoyed PF1E and unchained way more than this.

      I’ve let some of my players know that we’re only continuing PF until 13th age comes out, then we’re going to tour that.

      #ttrpg

      四Y This user is from outside of this forum
      四Y This user is from outside of this forum
      四
      wrote on last edited by
      #2

      @NullNowhere Ever tried Sword World?

      NullN 1 Reply Last reply
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      • 四Y 四

        @NullNowhere Ever tried Sword World?

        NullN This user is from outside of this forum
        NullN This user is from outside of this forum
        Null
        wrote on last edited by
        #3

        @yon@sakurajima.moe I haven’t though I recently learned there is a fan translation floating out there.

        I’ve played a couple of Japanese games but in general they’re not a great fit for our group. The ‘long campaign’ is a rarer concept in the TTRPG culture of Japan where I’m told (and I see in the games) that one shots and short games are the norm.

        四Y 1 Reply Last reply
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        • NullN Null

          @yon@sakurajima.moe I haven’t though I recently learned there is a fan translation floating out there.

          I’ve played a couple of Japanese games but in general they’re not a great fit for our group. The ‘long campaign’ is a rarer concept in the TTRPG culture of Japan where I’m told (and I see in the games) that one shots and short games are the norm.

          四Y This user is from outside of this forum
          四Y This user is from outside of this forum
          四
          wrote on last edited by
          #4

          @NullNowhere The fan translations of Sword World looks 100% official. It’s kind of scary how good they are.

          I’ve just quick looked at some of it, and watched some videos about the game and how it’s played (and the love for Call of Cthulhu).

          Long/short aside (nothing stopping one from just making a long campaign. Lodoss Wars is pretty epic after all) the Japanese “style” feels far more at home to me than the American one.

          I’ve always liked the storytelling over rules way and that’s what I grew up on. That and the stay in character at all times. I can’t watch let’s plays due to all the jokes etc.

          Anyways, was just curious:) Haven’t played for decades and am no longer able to. But I miss I dearly.

          (Well worth taking a look at btw, seemed very well put together.)

          NullN 1 Reply Last reply
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          • 四Y 四

            @NullNowhere The fan translations of Sword World looks 100% official. It’s kind of scary how good they are.

            I’ve just quick looked at some of it, and watched some videos about the game and how it’s played (and the love for Call of Cthulhu).

            Long/short aside (nothing stopping one from just making a long campaign. Lodoss Wars is pretty epic after all) the Japanese “style” feels far more at home to me than the American one.

            I’ve always liked the storytelling over rules way and that’s what I grew up on. That and the stay in character at all times. I can’t watch let’s plays due to all the jokes etc.

            Anyways, was just curious:) Haven’t played for decades and am no longer able to. But I miss I dearly.

            (Well worth taking a look at btw, seemed very well put together.)

            NullN This user is from outside of this forum
            NullN This user is from outside of this forum
            Null
            wrote on last edited by
            #5

            @yon@sakurajima.moe in my experience shows like critical role are nothing like real campaigns. It’s kinda an infamous problem in the TTRPG community because a lot of new people show up with a misconception and then are confused.

            Also: the genre of “We’re comedians doing [hobby]” is a pox. A lot of comedians are only good within the context of the
            set they build and are painfully annoying at improv.

            There is nothing stopping someone from turning a game into a campaign, but a lot of players like mine like to see a mechanical progression. They like things that change how they play, and the sense of achievement of building up a character. They also like diverse mechanical options when starting a character. Pretty much all “short” games ignore this for obvious reasons.

            It’s funny I GM for this kind of group because I utterly despise the mechanical side of character creation.

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