GAME THE GAME: Tell Me About Your Character (Actual Play Edition)

AoG Editor Mike has started up a 13th Age game. AoG columnist Kim is dealing with her impressions , and I thought it’d be a wonderful time to share my thoughts on some big picture gaming stuff, with opinions that might enlighten, anger, or even bore you.

The genre of D&D (yes, it is a genre, it is not Fantasy, it is not Swords and Sorcery, it is D&D) is very firmly rooted in the concept of leveling-up. You start as an inexperienced character, and advance in power and prestige, making the world a better place.

This leveling-up is the most intrinsic part of a D&D game across all iterations.

And, yes, 13th Age is a D&D game, make no mistake.

As I reflect upon our second session, which Kim has detailed her take on here , I wanted to share what I feel are some insights into gaming and leveling-up and D&D in general.

My character (c’mon, it’s a D&D game, it has to include the phrase “my character”) is a monk.

I have run panels on gaming and GMing, and I always encourage folks that less is more. Let the characters develop through play. A character doesn’t need 10 pages of back story, his story is one that is about to be told.

My character was selected by his order to do a job. I have some additional thoughts, but his story is starting with him leaving his monastery and heading out into the Big World to accomplish his goal.

I had some more thoughts about what he was like, but I didn’t necessarily verbalize them.

This article is my reflection on that process, and advice for other gamers and GMs.

Let your character and personality develop through play.

If you have 10 pages of back story, you are focusing on the past.

Focus on the present and the future.

Be surprised by the things your character does.

Old School D&D players will swear by the alignment system. It guides their characters and informs us what we can expect. My character is (imaginary) flesh and blood, he has a moral compass, and he will make choices. And, how many of us, can say that we are the same as when we were in high school, or college. People mellow. People change. Conservatives become liberal. Listening tastes change from Ministry to NPR.

Instead of having your past drive your character and their choices, allow your character to make their own way.

Is it interesting that X happened to your character? Or, is it more interesting when your character responds to something at the table, during the game, in a way that surprises your fellow players, the GM, and yourself.

I had a paladin. He had a daughter. The DM at the time was lamenting the fact that characters never had families. So, I took him up on this “challenge.” Other members of my paladin’s order decided that my daughter was “the one” or some such. They took her from my wife. My wife was upset. This made me upset.

I found my daughter, and took her back, turning my back on the order.

LG on LG violence?!?


This surprised me.

I ran a Star Wars birthday game for a friend. He wanted an alt-reality where Luke joined his father and they united, and thee was all sorts of badness across the universe. And, he wanted to be a dark jedi.

So, it was a dark game.

A game of villains.

Killing those rebel scum.

And then, Luke asked the player, his student, to strike down the weak Lord Vader, so that they might rule together.

And, the player refused.

This wasn’t what his character wanted. He thought he wanted it. I gave him the chance.

And he bowed his head and declined.

And that player surprised himself.

Be in the moment.

In our 13th Age game, there were some orcs. They wanted something. Their army of thousands set up camp outside the town we were in. They were not attacking… yet.

monk01So, while some of my fellow players prepared for war, prepared for a battle we might not win, because these were orcs, and orcs are bad, my character, the monk named Ash, went out to talk to the orcs, accompanied by the tiefling druid.

We had a parlay. I asked what they wanted. They wanted an axe. Ok, what were they willing to give up for the axe? What did we want for the axe? There were some negotiations, communications with the higher-ups (Icons), and it was determined, if we secured the axe, they would deliver the Orc Lord’s head on a platter to the Elf Queen.

This made the Elf Queen happy, as the Orc lord long ago had killed her husband. The Orc Lord didn’t necessarily know this plan, but the orc who orchestrated was seeing a bigger picture.

So, the orcs got the axe named “Elfkiller”, there will be a new Orc Lord, and everyone in the village was safe.

When Ash left the confines of the monastery walls, I had no idea what the world had in store for him. I have a mission. But, along the way, it seems I am going to do some things that surprise me.

Likely, Ash will call himself orc-friend, and this makes the orc-haters mad. But it seemed the honorable thing to do.

Because, maybe we all need to just share a Coke and a smile.

If you are playing (or creating) a game about XP, then your game needs to reflect this.

Awhile back, several of the AoG staffers played some Marvel Heroic Roleplaying.

There were some neat things in this game, but after three or four sessions, Black Panther had leveled-up quite a bit due to the XP system, to the point where has significantly more powerful.

So, what you are telling me is that through the over 1600 appearances T’challa had made in comics up to the point when he was statted up and he was being played in this campaign he had achieved X power level, yet in 3-4 sessions, he was not significantly more powerful? That didn’t work for me.

ff01And Johnny Storm? For the over 4,000 issues he has been in he doesn’t even have a d8 in Combat? I can accept that, however, I cannot accept that after 3-4 sessions, now he does, and ultimately, having even a d8 in MHR makes a significant difference.

MHR needed to figure out what is was about as a game? Was it about XP? If so, what did XP promote? What could one do with XP? I appreciated the Milestones, and what they encouraged, but they didn’t synch with the rest of the system.

D&D is a genre about leveling up.

It’s cool that your character has a backstory. Mechanically, does your backstory make sense? With 4 ranks in a specific background or skill, can you accomplish what your backstory proclaims?

Does your system understand this?

If I am a former soldier, possibly even an officer, in a 5e game, why does a single kobold scare me at 1st level? Or rather, why is a single kobold a threat to me? This doesn’t seem to synch either.

In D&D 1st level characters come to the table full of potential, hopes, and dreams. Likely, they haven’t “done” much, their stories are going to unfold through play.

Is your background, be it 10 pages, or 10 sentences, supported by the game system?

Ash had potential, that is what the monks saw in him.

Since our game is not quite an “open-secrets” table (see the Morley-Wick method of gaming) , I’m not quite ready to reveal what that potential is, but it is there, and the mechanics of the system support it.

Game the Game: The 13th Kool-Aid

I have three friends who all like and run D&D.

Friend A loves the Old School Renaissance, has issues with 4e, can tolerate 3.x and is loving 5e so far, even having committed to running 6 sessions of it at a gaming convention. Friend B feels somewhat similarly about 1st and 2nd Editions, enjoyed 3.x well enough, has a deepseated hatred of 4e (as a GM, though he enjoyed playing it as player), and is also enjoying 5e. Friend C liked 4e a lot, like 3e a lot, and thought both were improvements on 1st and 2nd, yet he too is running 5e.

I have shared my love of 13th Age with all of them, Friend B is the only one who has looked into it too much, and didn’t like the way magic worked. Friend C has promised he will take a look, but his job keeps him busy along with his family. Friend A has not as far as I know looked at it.

Why? WHY? I might cry out, clenching my fist, as if I had some financial investment in it. I don’t.

And I think I can answer why. I have discussed before how 13th Age could have been laid out better.

More than that though, the player creation portions of the book are dense.

So, even though these cats are DMs at heart, I don’t think they can get past the character creation.

So, on the off-chance that Jonathan Tweet or Rob Heinsoo or some of the fine folks from Pelgrane stop on by, here is my suggestion: create a book for DMs. Create a book that explains the rules, make some DM Screen inserts, create a book that just explains how to run the game, create a book that has the monsters, create a book explain why the One Cool Thing is awesome, as are the backgrounds, show off the Icons. Let the players for these DMs deal with the character creation chapter. Highlight the good from a DMing standpoint. I think folks get lost, and can’t see past what they see as elements they don’t like. I want all of them to see how the game is run, how much players enjoy their characters, how a campaign isn’t reliant on magic items, how one character has a conflicted relationship with the Elf Queen because of a mispronounced word, and how this is a wonderful thing. Make it thin, make it cheap. Convert the DM, convert the players!

As a DM, my only complaint is that they don’t have a DM Screen or inserts available. That is a minor quibble. It plays beautifully. It allows for DMs to tell the stories they want to tell, to create the conflicts they want to create, to populate their worlds with interesting NPCs. The rules encourage this, not just with words, but with actual game mechanics.

Is this too much to hope for as the holiday season approaches?

A warm fire, some winter themed Mountain Dew, a bowl of Holiday Doritos, and a table of friends to game with?

Game the Game: Ultimate Dungeon Fantasy- Roguish Characters

The Ultimate Dungeon Fantasy Project is a collaboration between Acts of Geek and Worlds Workshop. For more of the Ultimate Dungeon Fantasy, click here


Rogues? Bah! Thieves!

I still have a pin from my first ever gaming convention, held at the Mountain Farms Mall in Hadley: Thieves Do It In Leather!

Thieves were where it was at for me! Assassins were cool, but always seemed like weaker Thieves. And then, there are the Elite Classes: Monks and Bards. And, what about the forgotten Thief-Acrobat?

1e made it easy, too easy. All Thieves were very much the same, their abilities progressed at the same rate. 2e allowed for a degree of customization. 3e and beyond made these skills. But the skill based approach made it so that anyone could be a Thief. Lame.

Thieves need their niche back. And is there room in that niche for Assassins and Acrobats? Let us take a look at the 1e Thief:

  • Pick Pockets
  • Open Locks
  • Find/ Remove Traps
  • Move Silently
  • Hide In Shadows
  • Hear Noise
  • Climb Walls
  • Read Languages
  • Use Magic Items
  • Thieves Cant
  • Backstab

Assassins had the %based Thief abilities, but at a reduced level, as well as:

  • Poison
  • Alignment and Secret Society Languages
  • Disguise
  • Assassination

And the Acrobats, what of the Acrobats, necessary so that the D&D cartoon can be enjoyed to the fullest? Acrobats were really the first Prestige Class. An Acrobat gave up the advancement of some Thief abilities (PP, OL, RM, F/RT) but gained

  • Tightrope Walking
  • Pole Vaulting
  • High Jumping
  • Broad Jumping
  • Tumbling (which was broken down into Attack, Evasion, and Falling)

So, should we allow for all these variants? How different should they be? Is an Assassin different from a Thief?

Some editions rely on skills, and this seems to make the Thief obsolete, excepting Backstab/ Sneak Attack. In 5e, a Rogue’s sneak attack can be almost too powerful.

With the goal being universal appeal and niche protection, let’s see what we can do to codify all these ideas and keep the Thief cool. Rogues are romantic, Thieves are down and dirty. Is there room for both, a dashing rogue, and a sneaky thief?

Fate Accelerated Edition has the following approaches, instead of skills:

  • Careful
  • Clever
  • Flashy
  • Forceful
  • Quick
  • Sneaky

Can we look at these approaches and find some inspiration. Inspired by FATE, but not wanting to subconsciously repeat, I came up with the following:

  • Stealing
  • Sneaking
  • Killing
  • Maneuvering
  • Infiltration
  • Social
  • Connections

My goal is to make Thieves cool again, to make being a Thief mean something, to encourage players to remain Thieves, and to work within a framework that has diminished the Thief to one or more skills.

What stays: Sneak Attack/ Back Stab, call it what you will. It will start at first level, and get better every other level.

This seems easy.

Assassins never seemed to click, I loved the idea of the Assassin, but the implementation has never been as cool as it should be. The 4e Assassin might as well have had “Shark Jumping” as an ability.

As I am banging my head against the wall, thinking about what Thieves were, what they evolved into, and what they can be again, I had a moment of inspiration.

I will remind folks that my design goal is to make something rules-light, rules-easy, with lots of open-endedness, recapturing the  core of the 1e classes and their intention, as well as niche protection.

I have been looking for a way to differentiate Thieves from the Skills based approaches in 3e+. These skill heavy games have marginalized the Thief, and turned the Thief into a  Rogue, and that can be ok, but I would argue the world needs more Thieves!

Then, inspiration came! Thieves are Secret Agents! Thieves are James Bond! So, instead of reinventing the wheel, I turned to other sources, specifically John Wick’s spy game: Wilderness of Mirrors. This game strips out everything but cool spy stuff. There are stats that tell what you do, an even more streamlined approach to the FAE idea, this time focusing on cool spy stuff.

In Mr. Wick’s game, spies have Expertises. Every spy has them to some degree, so every spy can do everything. Spies can:

  • use technology
  • lie
  • kill people
  • be strong
  • steal

There is bit more eloquence to the way Mr. Wick writes up the Expertises, but I want you to buy that game and not get him mad at me for just copying his words.

But I think this can work.

So, I have a bit of a back and forth with Scott, and we come up with the following:

  • Acrobat
  • Arcanic
  • Assassin
  • Swindler
  • Thief
  • Thug

Great, you say to yourself having read this far looking for something interesting, or just killing time at work, what does it all mean, and why, and how does it work?

First, explanation:

Acrobat- tumbling, climbing walls, doing cool movement based stuff, a legacy term for 1e.

Arcanic- using magical items, deciphering ancient scripts, understanding unknown languages, understanding complicated traps. It is derived from Arcane, which yes, in D&D circles means magic not divine, but is being used here to refer to magics as well as mysteries and secrets, and instead of arcanist, which might have specific definitions, arcanic, is a derivative of mechanic, which has both utilitarian and criminal definitions.

Assassin- killing people, poison use.

Swindler- charming people, long cons, short cons, disguise.

Thief- stealing stuff, this would cover disarming locks, sneaking around, breaking into a building listening.

Thug- using force and intimidation, shadowing people, gathering intelligence.

So, how does these bits work? In keeping with my philosophy of avoiding frobt-loading classes and encouraging multiclassing as well as single classing, I offer the following:

At 1st level, and then at every even level, a Rogue (yes, I know, I didn’t like the term, but given that Thief is now an ability…) can assign one point to each of these six abilities. Each ability can be taken three times, so an 8th level rogue, who has 5 picks available [1,2,4,6,8] might have Acrobat- 1, Arcanic- 1, Assassin- 3.

These points may be used for Advantage dice with appropriate rolls. Additionally, some abilities might have additional effects:

Acrobat- a point may be expended for the session to avoid some catastrophic event, by jumping, rolling, falling out of the way.

Arcanic- a point may be expended for a session for a reroll when applying effort to an Arcanic related task.

Assassin- each point increases the base sneak attack dice, they start at a d4, and move up d6, d8, d10. A point may be expended once per session to allow a player to make an attack roll against a target using their Int as their ability and opposed by the targets Int or Wis. If successful, this “attack” does damage equal to the sneak attack damage, it is poison, or a trap. However, expending this point, does effectively reduce the players sneak attack dice appropriately immediately following.

Swindler- a point may be expended for a session to narratively, and retroactively have just the right thing, or to have put in place something unexpected. Think of this as the Leverage ability. The player would announce what they had done, which no one expected or noticed!

Thief- a point may be spent for a session to improvise what they need for a particular action, within reason. Maybe the player describes how they earlier pickpocketed the appropriate something, or truly, how they can make something out of nothing. This is not a chance for a character to avoid having to roll, if a players needs a specific key to open a door, or a wax seal, they will stull need to work for that, this is more when everyone thinks there is no chance a character might have something, they can come up with it: stripped naked, they still have thieves tools.

Thug- a point may be spent for a session to call upon previously unknown contacts for assistance.

Now, if I were given the power of Mike Mearls, and could actually design UD&D from the ground up, there might be more granularity within these abilities, but because I am going for very broad strokes so that UD&D can be a template on top of other rules engines, getting too specific would miss the point.

And when they decide to edit this blogpost down for Reader’s Digest, this will be my gripping conclusion: Rogues, previously known as Thieves, have been twisted and evolved to such a point that the joy of the Thief is missing. With skills being a necessity of later editions of the Dungeons & Dragons, the Rogue has been marginalized, and is known for some mobility and sneak attack, but in so doing, one has taken away the niche and role of the Thief, the player who wanted to be a bastard, who wanted to be sneaky, who wanted to lurk in the shadows with a cloak pulled up obscuring their face. We need to get that back. Later editions of D&D are like Denzel Washington in Book of Eli- white teeth. We need to get back to some differentiation, Thieves were an ugly necessity of an adventuring party, don’t marginalize Bilbo.

I will next tackle Monks and Bards, two of the most unique classes that have had varying success in their post 1e iterations.

Game The Game: Ultimate Dungeon Fantasy-Martial Characters, Part Two

The Ultimate Dungeon Fantasy Project is a collaboration between Acts of Geek and Worlds Workshop. For more of the Ultimate Dungeon Fantasy, click here


Q: How many types of human fighter can you be in 5e? 13 backgrounds x 2 Archetypes= 26!

Wow! That is a lot of choices, an outsider might say. I say not. I say the backgrounds idea is neat, but it is incredibly limiting. I say the two archetypes are even more limiting.

When you very clearly define what choices someone has, on a very granular level, you are inherently limiting their choices. When you say what someone can do, you are also saying what someone can’t do.

This is my thesis.

In Part I, the Fighter and Ranger were rebuilt, allowing for some combat choices, a great degree of individual customization, and more significantly, making them each, IMHO, cool again, and providing niche protection.

Now, we move onto the most specialized of fighter-types, the Paladin and the Barbarian.

Originally, Part I was going to cover all martial characters, but the word-count started getting unwieldy, and full disclosure, I was struggling with the Paladin and Barbarian.

But I have them figured out now, and I will explain why I was struggling and my solution.

Returning to the introductory discussion about limiting player choices, this was my undoing. In trying to secure niche protection, I want each class to be able to do cool things that no other class can do, but also want to discourage the willy-nilly amount of nonsensical (non story-driven) multi-classing that happens.

Scott and I were having yet another discussion about the Ultimate Dungeon Fantasy experience, and agreed that many player choices are mechanically driven and not at all story related. And many class features are the same. And, ultimately, where is their corollary in the literature and other inspirational materials? The spiked chain fighter build? Please. That is a child solely of the game mechanics.

So, that brings me, finally to the Paladin and Barbarian. These are what I will call Elite Classes.

What are Elite Classes? Elite Classes are classes that do limit choices. Classes with such a degree of dedication required that committing to them is committing to a lifestyle. A character does not just decide “oh, I want to pick up a level or two of Paladin.” Paladins spend years training, they are vessels for their gods, they are beyond reproach. And Barbarians, it’s not a class it’s a lifestyle. That seems like an ad-campaign, and if I ever decided to publish this, I just realized how fun it would be for each class to have a full page spread ad promoting the class, showing off what it can do, what makes it unique, describing the classes niche protection. One does not simply become a Barbarian, it is what one is born into.

End. Of. Story.

So, these Elite Classes will have special rules, as will other Elite Classes.

But given this article is about the Paladin and Barbarian, both of these Elite Classes have the same rule applied to them:

Paladins and Barbarians are classes that are decided on at first level, and characters cannot multi-class. If a character decides to abandon either class, they lose all the class benefits, and may not get them back.

Call me draconian if you like, but as I dissect these classes, you will see it is a choice, and with that choice comes many benefits.

Sometimes freedom is about what you cannot do.

What were the traits of a 1e Paladin?

Very high Charisma was needed.
Lawful Good.
Detect evil.
Protection from Evil.
Lay on Hands.
Limited amount of treasure.
Bonus to saves.
Immunity to disease.
Able to cure disease.
Turn undead.
Clerical spells at higher levels.

There is a lot here. A lot of very cool stuff. The difficult requirements made being a Paladin something very, very cool. The alignment restrictions made being a Paladin very difficult. Truly, if there was a paladin in your party, everyone showed respect.

I will flat out say this: I am ignoring the war horse. It is cool flavor, but the mechanics of armored combat never really seemed to click with any edition. Keep the flavor, it is awesome, but I am not going to worry about the rules of it.

Lawful Good is a must. There is no room in D&D for the “every kid gets a medal for participating” attitude. LG or go home. Except for the anti-paladins, of course! But, those are NPCs. None of this namby-pamby other aligned paladins.

Detect Evil: At will, as per the spell of whatever edition you are playing.

Protection from Evil: “evil” creatures are at disadvantage against the paladin, and the additional effects as outlined in a Protection From Evil spell. Additionally, those within melee range of a Paladin are also subject to this effect.

Limited amount of treasure. This one is a keeper. Deal with it.

Immune to disease seems pretty easy to keep as is.

Now, we have the bonus to saves, curing disease, turning undead, and cleric spell access to deal with. I will also add smite to this, because although is a newer addition to the Paladin trope, it seems to fit.

The high Charisma should factor in, and as I look at what is left to address as well as various paladin iterations through the years, and also factoring in the tendency to min/max, the picture perhaps becomes more clear.

The Channel Divinity approach to turning undead as well as resolving other cool abilities was really sharp. As editions progressed, turning undead became less of a thing, and was even wasted in many campaigns, so modifying it and allowing it to be used other ways was a clever reinterpretation.

If a Paladin veers from their alignment of religion, the DM has the right to strip away any and or all of their cool abilities.

That has be part of the Paladin. This discourages wanton disregard for the trope of the Paladin, and also discourages becoming a Paladin just for the cool powers and abilities.

Paladins get a bonus to all their saves equal to their Charisma modifier.

Paladins can turn undead as a cleric two levels lower. Turning undead is a thing again in 5e. Let’s keep it that way. Additionally, Paladins are at advantage when attacking undead. And, if you want to expand your definition of undead to include evil creatures from the outer plans, summoned creatures, etc, those are all very appropriate, both for turning and advantage.

Avatar: a Paladin is an Avatar of their Deity. They have a number of Avatar Points equal to their level, per day!

And what can a Paladin do with Avatar Points?

Lay on Hands: Each Point spent heals a number of HP equal to the Paladin’s Charisma modifier.

Smite: Each Point spent allows a Paladin a bonus to Hit or Damage equal to the Paladin’s Charisma modifier.

Spellcasting: Paladin’s can cast Cleric spells. As Avatars, they do not memorize spells, they are able to cast what they need depending on their level. Starting at 6th level, a Paladin may spend Avatar Points to cast 1st level Cleric spells, at a cost of 1 point/ spell level. At 9th level they may cast 2nd level spells. At 12th level they may cast 3rd level spells. And at 15th level they may cast 4th level spells.

Additionally, because Paladins are martyrs personified, they may call upon their inner reserves for Martyr Points. A Paladin may, once per day, take HP damage up to their Cha modifier X their level, to gain Marytr Points equal to their level. Martyr Points are used the same way as Avatar Points, but their effectiveness is equal to the modifier amount +1. For example, a 7th level Paladin with an 18 Charisma calls upon his Martyr Points, he doesn’t have a lot of HP left, so he only wants to take a modifier of +2, so he will take 2×7= 14 damage, and gains 7 Martyr Points, each with a modifier equal to 2+1= 3, and needing that awesome amazing attack, uses 1 point to increase his chance to hit (+3 to hit) and the other 6 points to add to damage (+18 damage).
The damage taken by the Paladin does not affect the Paladin until the end of the following round, and this damage may not be healed until the end of the following day.

Avatar Points can be spent singly, or all at once.

Thus, a 5th level Paladin with a Charisma modifier of +3, has 5 Avatar Points.

Fighting the Big Bad, the party is not doing so well, so the Paladin spends one Avatar Point as a +3 bonus to Hit, and after hitting spends the remaining points as 12 points of bonus damage.

And, finally, the Barbarian!

What did the 1e Barbarian look like:

Lots of HP
Detest/ distrust of Magic
Ability to overcome defenses that require magic to affect
Bonus to poison saves, and poor saves against magic
Climbing cliffs and trees
Hiding in natural surroundings
Back protection
Leaping and springing
Detect illusion
Detect magic
First aid
Outdoor craft
Animal handling
Long distance signaling
Small craft, paddled
Small craft, rowed
Sound imitation
Snare building
Native territory

That is a lot of abilities. Now, keep in mind that 1e was skill-less, and they wanted to outline what a Barbarian could do, but the language in the text itself gave them several outs, so all of these abilities had to do with a barbarian in surroundings that were familiar to them, etc.

For the purposes of UD&D, we will also add Rage, and attempt to distill all this flavor down to rules that are simple, easy to understand, and allow for maximum flavor meets fun!

A Barbarian has to have a lot of HP. This is a must.

Many of the Barbarian abilities can be simplified, but because we are trying to make something system independent, we will not address specific skills, rather, we will try to codify everything and make it somewhat universal:

Survival: Barbarians have advantage when in the wild, whether it is attempting to secure dinner for the party, climb a cliff, jump across a chasm, or set up an ambush.

Heightened Senses: Barbarians have advantage for rolls involving their innate senses, be it for surprise, finding something out of the ordinary, examining a corpse. These are all their senses, sight, hearing, taste, touch, smell. Barbarians are almost feral in their ways, sniffing, making quick small movements, touching, even tasting.

Heightened Physical Prowess: Because they come from a culture not as dependent on the comforts of magic, Barbarians have learned to make do. Any check involving Str or Con is treated as if the character’s modifier is one point higher, and all of these checks are made with advantage. Additionally, their carrying capacity is as if their Strength was 4 points higher.

Movement: Barbarians are faster than other characters. Because we are trying to make this system independent, instead of arbitrarily assigning them an increased rate of speed, Barbarians get two movement actions, and may use their full rate of speed with both.

Savage Points: A Barbarian gets one Savage Point per level per day. A Savage Point can be spent for Rage and First Aid.
Rage: Barbarians can enter a Rage. This lasts for an entire combat or scene. When Raging, a Barbarians is at disadvantage when being attacked, advantage against magic effects, and each Savage Point spent gives the Barbarian an extra attack or a temporary +2 to Str and Con. Additionally, while Raging, a Barbarian can overcome any magical defenses that require +X magic items to hit.
First Aid: A Savage Point can be spent for First Aid. First Aid gives a character advantage on a Save, or allows the barbarian to heal one HD. So, if a Barbarian is using First Aid on a character with d4 HD, they would heal d4 HP. If a Barbarian used it on a character with d10 HD, they would heal d10 HP.

Magic: This one is difficult, as I appreciate the idea behind Barbarians being removed from magic, at the same time, it is very hard to make this a fun reality in an RPG without limiting the player enjoyment, or having a player manipulate their way out of the restrictions. A Barbarian should be limited in what they keep in terms of magic equipment. What exactly does this mean? They should have less magical stuff than other party members, their magical inventory should be sparse. I don’t know what your campaign is like, so I will not give a number. This is up to the DM. How do you enforce it? You are the DM, you can make anything you want happen. Maybe take away their stuff. Describe it narratively “oh, that sword, you threw it away, it had bad mojo.”

Uncivilized Ways: Barbarians should be restricted to how much they embrace “modern” technology. But, instead of offering a list of what they can and cannot do, how about we say that their uncivilized ways should always be apparent. So, can they wear heavy armor, or metal armor? Sure, but they might throw away the sleeves to the armor, and use just the chest plate. Barbarians are not dumb, they are just more in touch with where they come from. Do they have to be illiterate, no? Should a DM restrict the amount of modern items they have? Perhaps. But more to the point, if you, the DM feel that the player is abusing the loosey-goosey nature of this “rule” put them at a disadvantage. “yes, you can wear the elaborate magical plate armor, but you will be at disadvantage when doing so, and enemies will be at advantage attacking you.” And, because you are the DM you can decide that these Uncivilized disadvantage dice trump all (meaning determine advantage and disadvantage as normal, and then apply disadvantage, so that no matter what a Barbarian does, they are at disadvantage).. Additionally, you can take away their Heightened Senses to some degree, or their increased movement. Do so subtly, or overtly. You have my permission to screw with your players. And maybe you don’t tell them until a most crucial moment.

Are the Paladin and Barbarian overpowered? Yes, the Barbarian could rage at 20th level and get an extra 20 attacks, that is pretty bad-ass, right? Yes, but that is some serious front loading, so, who cares. What can a wizard at that level do? Well, we will find out when we get to the spellcasting classes. Next up will be the roguish classes: The Thief, Assassin, and possibly the Bard and Monk, though the latter two are in some ways even more elite than the Paladin or Barbarian.

Game the Game: Ultimate Dungeon Fantasy-Martial Characters, Part One

The Ultimate Dungeon Fantasy Project is a collaboration between Acts of Geek and Worlds Workshop. For more of the Ultimate Dungeon Fantasy, click here


Martial characters. This is a much more elegant way of saying fighter types. Fighter types (fighter, ranger, paladin, barbarian) are interesting, as they have evolved quiet a bit from 3e on, and I wonder if all that evolution is a good thing. I used to comment that, when the party is sitting around the campfire, the ranger is off playing in the woods, the paladin is praying, and the fighter is sharpening a sword. This should be the difference, and should be reinforced by the mechanics.

Looking at the rogues gallery, there are many different fighter archetypes represented, and I would posit that the current edition of D&D discourages this. In 5e, one picks a background (limited choices, mean not true freedom), and then picks a martial archetype, of which there are two, both of which are very specific. This seems to be very, very limiting, and is one Champion that different from another Champion? And Battle Masters seemingly have some choices they can make in battle, but do any of these choices do much mechanically.

The Fighter has frequently suffered from having limited combat options other than “I roll to hit” and many editions penalize players for not buffing up with the best armor and weapon choices. 3e and 4e allowed for some customization with weapon selections and the like, but there were indeed choices that were more optimal.

If the goal is to create a system that allows for any option you can imagine, how is this helping?

I am going to start with the Fighter, and hopefully the other classes will fall into place.

Fighters should maintain their rate of multiple attacks per specific edition.

Fighters always have advantage attacking in combat.

Each level of Fighter, gives one Combat Edge point. Combat Edge points do the following:
– at the beginning of each round, the number of Combat Edge points refreshes.
– they trump advantage, so expending 1 will give a Fighter advantage, even if the Fighter had no advantage prior, this Combat Edge advantage can only be negated by an opposing Fighter.
– Combat Edge points can be rolled more than one at a time, so a 3rd level fighter, who has three Combat Edge points/ round might decide to spend them all on one attack, and would therefore roll 4 dice for the attack, and would keep the best result.
– Combat Edge points can be used for defense, and work as advantage, but a character can also expend more than one.
– Saves or checks can add extra advantage dice to a roll.
– Damage: a character can reroll damage with the use of one Combat Edge point.

So, why Combat Edge points? It gives fighters something a bit more interesting to do aside from declaring that they roll to hit. Yes, that is likely still all they will be doing, but they will be hitting frequently, and avoiding damage as much as possible, this allows for a player to represent their character any number of ways, allowing the dice to support their narrative.

The other major component is that Fighters should be mook-killers. For the sake of this article, mooks will be considered any opponent who has less HD or a lower CR than the levels of Fighter the character has. A Fighter can attack multiple times, the total number of attacks being the difference between the Fighter level and the (HD or CR) +1, so a 9th level fighter against CR 8 monsters could attack [(9-8)+1] times (2, the answer to that equation is 2!) The same 9th level Fighter against a CR 6 monster would have [(9-6)+1]= 4 attacks! These extra attacks can only be used against those opponents.

My Ultimate Fighter thus is a mook-killer, and has some mechanical options in combat, that are not confined to any specific system, but that let the character be the best at what they do.

Does this make the Fighter less dull? I hope so. Does it allow for more flavor and customization, without having to resort to specialization? Yes. Want your Fighter to be a foppish dandy clad only a silk shirt unbuttoned just ever-so much, armed only with a rapier and his cunning wit? You can do that! Swashbuckle away. And if that same fighter decides to pick up a crossbow, they can fire that as well!

Now, what about Rangers?

Rangers have become the Episodes I-III Jedi. The essence of what they were meant to be has been lost and bastardized and accepted. It’s too bad, we need to get the Ranger back to being cool, and simple and not just a Drizz’t clone.

1e Rangers were not at all like the Rangers of today, their primary cool abilities were: tracking, surprise, and a bonus against “giant” class creatures, and at higher levels, some low-level druidic and magic-user spell-casting ability. They were generally lightly armored, but this did not have to be the case, they were always good aligned, and the coolest feature, they had 2 HD at 1st level.

The whole two weapon fighting or bow specialization is a construct of later editions.

So, what to keep, what to revise, and what to add?

I appreciate the Good aligned aspect, but think it is unreasonable. Similarly, the bonus against the “giant” class was cool, but Rangers should be able to have all sorts of enemies. In 1e and 2e, Tracking was a thing, a special thing, a Ranger thing.

We need to get that back.

Trackers: Rangers are skilled in the art of tracking, primarily outdoors, but their uncanny abilities transcend the natural boundaries. For a game that purports to encourage Exploration, Social Interaction, and Combat, the rules for the first two seem to be lacking, and the first is an area in which the Ranger should excel! There are already skills in many games, and there are rules for those. So, we will instead be making a new ability, called Observation. It is an ability available only to Rangers. The bonus to their roll is equal to their Wis modifier plus their ranger level. The difficulty for any check is equal to the CR+10. Simple? Yes. But, what about tracking through difficult terrain, a lot of monsters, only a couple monsters who are disguising their passing, or too much time has elapsed, or of the Ranger has a special affinity for monsters of this ilk? Apply advantage and disadvantage as needed. No need for a chart breaking things down, because, what happens in an attempt to quantify, you clearly state what can be done, but also, by exclusion, what cannot be done.

Observation allows a Ranger to track, ambush, gather information on, be sneaky when doing all these things. All sorts of fun stuff. So, sure, you want to min/ max cheese it out, grab 1 level of Ranger for the ability, but your higher level Ranger will indeed be so much better.

Surprise. Rangers don’t get surprised. This makes them perfect for taking point or bringing up the rear in a party. Allow them to always have advantage on surprise and initiative rolls.

Designating an enemy. At first level, a Ranger will designate an enemy, or group of enemies. But how can this not be abused? Perhaps Orks are a Ranger’s enemies. When the players learn the Orks are tied to the cult of Vecna, well, that broadens things. When they come riding down on war elephants, this also qualifies. What if a Ranger is enemies with all the giant-kin that reside in the hills tormenting their homeland? This works too. This point is to give the Ranger enemies that can grow with them, and are not just limited to one race or sub-race. But, what happens when the Ranger learns and grows and finds new enemies? Well, they can designate those enemies as well.


Similar to the Fighter, who gain Combat Edge points, Rangers gain Enemy points. They gain one per level. If they decide to broaden their group of enemies, or add a new enemy, they must consult their DM. On a character sheet, the levels will be noted. Example: Levels 1-5, The Orks and Giant-kin of The Mordish Hills. Levels 6-9, Cultists of Reynion. Levels 10-17, Undead and the followers of the Dread God of Death.

So, what do Enemy points do?

– the number of Enemy points available to a character refreshes at the beginning of every round, depending on the enemies being engaged. So, the above Ranger, against the enemies of the Mordish Hills would have 5 Enemy points.
– Enemy points can be spent to gain advantage on any roll against an enemy in combat.
– embracing the most recent interpretation of the Ranger, an Enemy point can be spent for an extra attack. But this attack is at disadvantage. Per the above, a 5th level Ranger with 5 Enemy points could get two extra attacks, and negate the disadvantage of both, and still have 1 point left over.
– Enemy points can be use to give an enemy disadvantage on a roll.

Spell-casting. Because we are not reinventing the wheel, keep this as is per your specific edition. Personally, I loved the flavor of the 1e Ranger and their spell-casting.

I’m over 1,500 words, so I’m going to finish in another blog-post, where I will attempt to tackle the Paladin and Barbarian.

Game the Game: Building a Better Dungeon, Part 0: Foreword-A Competitive Exercise in Game Design

So, one of the folks in my gaming circle was one of the setting finalists in the Wizards of the Coast setting competition from years ago.

I will admit, he joined my gaming circle after he was a finalist, but that is the way of things. He was looking for a gaming circle, and my gaming group was looking for a member, so, we made Chuck Woolery proud.

End back-story

So, Scott and I were discussing D&D, not just 5e, but all editions of D&D.

I will tangent again. I was recently visiting my friend Chris, whose 9th grade age son (what is that 13? 14? Is he driving yet? Old enough to get married?) is getting into gaming, I was thrilled to see a 1st Edition PHB and DMG on his bedroom floor, but Chris said that his son was playing some sort of custom, streamlined, bastardized version, that his son’s friend had taught him.

This started me thinking. Thinking about D&D. Thinking about how for so many people D&D was something they discovered when they were that age, maybe a tad younger, maybe a tad older.

But then, the “game designer” in me asked this scholarly question “What is stopping this upstanding young man from playing the game with the Rules As Written (RAW)?”

And then I thought: Imagine If: there was a version of D&D simple enough for a bunch of young men to play, but robust enough that older folks could play as well, enjoying some creative freedom, without feeling like they are playing the “kiddie” version of the game.

And, this brings me back to Scott. He and I were discussing this. He has certain opinions about what he wants out of a fantasy game, and I have certain ideas as well. Some may be the same, some may be different.

And, Scott, suggested, instead of a collaboration (because as much as Scott is a super smart, awesome guy, our design philosophies are a bit different), that we each design what we think could go into this ideal version of XXXXX D&D.

So, this is the start of it, we are hoping to be done by the end of November.

As this is my first entry, I will start off brainstorming:

In 1st Edition (and 2nd to somewhat, though kits complicated things), it is my argument that at the end of a day of adventuring, when the party is hanging out by the fire, the Ranger is off playing in the woods, the Paladin is praying, and the Fighter is sharpening his sword. My first challenge is to make being a Fighter cool again, but simple. Scott and I both agree that the 4e fighter was a ton of fun to play, due to the many options available, beyond “I roll to hit” each and /every/ round. So, I think I will attempt to tackle this first, and it is my hope that this will help many of the pieces of the puzzle fall into place.

Some other design considerations:

Unified XP: This started with 3e, and one could make the argument in 1st and 2nd this is also what separated the Fighter from the Ranger and Paladin. I would not disagree, but when everyone was the same level, or close, the two classes should feel different, flavor-wise, and mechanically. But, having just one table for XP that all classes use is something I want to keep.

gtgUltimate01Multi-classing: To someone who played D&D from 1st Edition on, who fondly recalls (and still has) a copy of the Rogues Gallery (favorite character: Lassiviren the Dark), multi-classing is something that needs to be included, I want something nice and simple and elegant and not subject to… abuse. There, I said it.

Spells: Scott wants to attempt to rewrite the spells. I don’t think I have the right kind of creative energy to do that. I could try. I would posit that Magic Missile and Fireball and other iconic spells are intrinsic and should be part of D&D.

Mechanics: there will need to be a d20.

Inspirations (aka Thievery roll): I am going to look at Castles and Crusades as well as 13th Age, as well as D&D and lots of other games, drawing upon what they do well, what could do better, and possibly what their intent is.

Why D&D? It is a common language that most RPG nerds speak. We can share stories, praise what we like, and bitch about what don’t we like(4e made Scott cringe as a DM, I really liked a lot of it, but will admit it had some flaws). It is the game every other game must acknowledge. My friend’s son isn’t interested in Dungeon World, or something akin. He wants to play D&D. He doesn’t want to be the kid with the Atari: Jaguar, he just wants a Nintendo like every other kid.

I am not expecting to create something that will necessarily be publishable, but who knows-I want to try and see what I can come up with. This is my challenge to myself.

I would love to be able to hand Chris’ son a set of rules that worked with his 1st Edition books and amplified his fun, I’d love to hand a similar set of rules to a 5e player, and have them say “hey, that’s really cool!”

So, in a way, I am reinventing the wheel.

What can I break, what can I rebuild, and how can I do it so that D&D is still D&D?

This is my personal challenge.

I am excited to see what Scott comes up with, I am excited to be part of his process and have him be part of mine. I will surely comment on his posts, and hope he will do the same.

Let the games (design) begin!

GAME THE GAME: 5th Edition Player’s Handbook Preview Part 6

All New! The hype when D&D Next was announced was that it would have something for fans of every edition of the game. That folks would come together, leaving behind edition wars, and all sit down and play the newest version of D&D. Folks were excited and scared at the same time, there was buzz, folks speculated about how this could be. Well, this newest version of D&D is being released. I was asked in an online forum if there were notes for converting? Nope.

What is my opinion on 5e? It’s an evolution of 3.x. I think Wizards of the Coast will have a hard time converting all the players who are playing Pathfinder/ 3.x, and a hard time converting all the players who are playing 4e. And I think it is too much like 3.x for fans of 1e and 2e to embrace. The default style of play is grid-less, but a lot still seems reliant on the grid. This design choice seems rooted in an assumption that folks picking up 5e will have played 3.x or 4e at some point and understand terms like reach. And, if you are playing grid-less, why does stuff like reach matter? Sure, you can jump down my throat, but honestly, if your game sessions are very narrative, does every 5 foot parcel of space matter?

Folks playing Pathfinder/ 3.x currently will likely want more, they will have class variants they are attached to. The classes (with variants/ sub-classes) break down like this:

Barbarian– Berserker, Totem Warrior.
Bard– College of Lore, College of Valor.
Cleric– Domains: Knowledge, Life, Light, Nature, Tempest, Trickery, War.
Druid– Circle of the Land, Circle of the Moon.
Fighter– Fighting Style (Archery, Defense, Dueling, Great Weapon Fighting, Protection, Two-Weapon Fighting); Champion (very easy build, this is the classic D&D fighter), Battle Master, Eldritch Knight.
Monk– Way of the Open Hand, Way of Shadow, Way of the Four Elements.
Paladin– Fighting Style (Defense, Dueling, Great Weapon Fighting, Protection); Oath of Devotion, Oath of the Ancients, Oath of Vengeance.
Ranger– Fighting Style (Archery, Defense, Dueling, Two-Weapon Fighting); Hunter, Beast Master.
Rogue– Thief, Assassin, Arcane Trickster.
Sorcerer– Draconic, Wild Magic
Warlock– Pact of the Chain, Pact of the Blade, Pact of the Tome; Patrons- Archfey, Fiend, Great Old One.
Wizard– Abjuration, Conjuration, Divination, Enchantment, Illusion, Necromancy, Transmutation.

These choices feel very 4e to me. Yes, characters will all be unique, but two thieves will be similar in many ways.

Other thoughts:

The races are not listed alphabetically.

Inspiration is a neat idea, but for a granular game, seems a tad out of place. Whatever happened to action points? Hero points?

Downtime rules: at low levels, practicing a Profession or Crafting might be viable, but honestly, I want to tell the story of my character, the Hero. Once that story starts, my Hero is busy making the world a better place. Recuperating, researching, and training are nice inclusions though.

Someone asked about the quality of the book. On some pages, the font is already really light, I do not know if this is stylistic, or a printing/ paper flaw. The art depicts many different real-world derived cultures, which is cool.

As a combat engine/ mechanic, I think 4e cannot be beat. With characters and their powers printed out, the game was able to be run with minimal referring to books and rules. Combats had a rhythm to them that was not just a grind. I am still upset that some of the power types promised in the early books never came to fruition. I liked picking up a new PHB/DMG/ MM every year and all the new flavor it brought. I did not like some of the very defined roleplaying stuff (if a character makes their roll by X, they can barter the person down to 75% of cost, etc). Skill challenges were an awesome idea but not implemented well. I know the complaints, it discouraged roleplaying, to which I say, pshaw. Roleplaying is what you make of it, truly. Yes, some of the mechanics as mentioned above hamstrung the DM a bit, but overall, if you want there to be roleplaying, put your dice away, create compelling NPCs and stories, and roleplay! The reliance on ever-changing magic items also peeved me a bit, as this took away the old school feel of finding treasure. Plus, they rebooted too soon in the lifespan, and had so many optional rules (team action points, etc) that keeping up was hard. All that being said, give me a Lair Assault, and I will get a team together!

I have spent many hours running and playing 3.x. I enjoyed it, but it was very much a game about leveling up for me. I wanted to make a character who could do a certain thing, and likely that thing required me to be X level. Near the end of the lifespan of 3.x, I think they started to suffer from bloat and power creep.

I have covered 13th Age before . 5e makes the process of making a character very easy. 13th Age is a bit more taxing.

But, 13th Age has so many cool things.

Combats are very narrative and do not require a grid at all. The Icons are a very cool idea. Some of my friends have expressed leeriness towards the Icons, I think the mechanic for determining if they are active in a particular session is a bit off, but all easily adjusted! What the Icons do is give a DM ideas for a session they might not have had. Oh, so the High Druid is involved in this session. Let me think for a moment how to incorporate that.

One Unique Thing- so good!

And, you can be a ninja-paladin.

Magic items are very flavorful, and your game doesn’t require them to be disposable. You can find a magic item at 1st level, and have it until 10th level. And if you wanted that to be the only magic you had, that would work also.

I still honestly feel like 13th Age is the game that can appeal to lovers of every edition.

Making a 5e character was fun, and likely I will sit down and run and play it at some point. I am awaiting the Monster Manual and Dungeon Masters Guide, which, because of our backgrounds, might be in our geeky little hands before the release date, stay tuned for previews of those books!

The PHB doesn’t really allow for a whole lot of ability to play it straight out of the box for any extended period of time. Maybe if you picked up the boxed set?

I will be very interested to see what their release schedule is like, will they be releasing new classes or class variants? What are they shooting for six months from now? A year from now? I have gone on record and stated that I wish there was more support for 13th Age in terms of releases. I am thinking WotC has the resources to do more.

There was not anything in 5e that made me sit up and take notice. It seems to be a fine game, although incomplete as of right now. Because it is D&D I will be keeping an eye on it, and no doubt my shelves will strain a bit more as books are released.

GAME THE GAME: 5th Edition Player’s Handbook Preview Part 5

Part 3 of the Player’s Handbook is The Rules of Magic. The chapter opens with some text about what a spell is, known and prepared spells (some casters have a limited number of spells known- bards and sorcerers for example, others prepare spells), spell slots, casting spells at a higher level, cantrips, and rituals. Rituals are spells that can be cast as normal, or can be cast +10 minutes casting time and do not expend a spell slot when cast as a ritual.

The chapter goes on to discuss casting time, bonus actions (which are essentially swift actions, a term that has no explanation), reactions, and longer casting times. Range, targets, areas of effect, saves, attack rolls, combining effects, the schools of magic, duration, and components (material components make a return, though if you have a component pouch or focus you can ignore, unless the material component has a cost indicated or if the material component is consumed). And finally, a short bit differentiating arcane and divine magic.

And onto the spells. Spell lists organized by class and level. Even though wizards specialize in schools, there is no list of spells by school, so a character will have to have the researcher background to comb through all the spells (78 pages worth). Then the list of spells themselves, with descriptions. Of note, the descriptions do not say which class has access to them, and also the level of a spell doesn’t vary, so a Cone of Cold is a fifth level spell, no matter who casts it. Some editions have differed, in that a Bard might cast a spell as a 4th level spell, while a wizard gains access to it at 3rd. Summon Monster seems to have gone the way of the dodo.

A player playing a spell-caster will need to have a copy of the PHB (and whatever books that are released that have spells in them) and will have to flip through pages during the game, or come up with some sort of note taking (index cards with spells on them?).

Overall, it seems very much like a 3.x spell list, with less functionality from a user interface standpoint, and lots of room for interpretation, having to look up spells in the middle of a game.

Player: “I cast XXX”
DM: “What does XXX do?” (opening book).
Player and DM discuss, DM makes a ruling if necessary.

Not my preferred style of play.

GAME THE GAME: 5th Edition Player’s Handbook Part 3

Leveling Up

AxeI don’t get the math behind the XP goals to level up. 300, 900, 2700, 6500, 14000, etc…

Unfortunately, the PHB has only low level (1st level appropriate) monsters, so I can’t see how it works out, but this looks like it could be a grind, or that dire wolves at 2nd level will be not worth the time.

A Dire Wolf is a Challenge Rating 1 (200XP). So a party of 4 characters facing 2 Dire Wolves (would die!) would each get 100, I am assuming. But, that same party facing the same threat at second level would get 100, which wouldn’t do much for them.


There are rules for it.  Characters follow the same XP chart, so for your 5th level wizard to get that level of fighter, will cost 7500 XP, or you can just become a 6th level wizard. Unified XP charts are a good thing. When they make sense.

Not being able to play with higher level monsters, it remains to be seen if it will all come together.

Onto multi-classing itself:

-Stat prerequisites to multiclass, none higher than 13.
-Hit points and hit dice, as to be expected, new class gives you that hit die, but not at max.
-Proficiency bonus goes up with total level.
-A nice chart showing what proficiencies you gain when you multi-class into a class.
-Some class features have special rules in regards to multi-classing: channel divinity, extra attack, unarmored defense, and spell-casting.
-Spell-casting is handled relatively elegantly it seems, would need to see it in play: you add all the levels (or portion of) of your spell-casting classes, this determines your spell slots. There is a multi-classing spell-caster chart for spell slots. If you have access (via the chart) to a higher level spell than you can cast, you can use that slot(s) to caster lower level spells. And there is even a contingency if you are casting a spell that has an effect based on level.

Stats and Feats

Stats cannot go higher than 20 if improving them at assigned levels. The assigned levels are class dependent, not on the basic XP chart. You have to forsake the ability bonus(es) to gain a feat.



That Dire Wolf:

Has 37 HP, speed of 50, is +5 to hit, and does 10 damage, and might knock you prone. Wizards should stay away from Dire Wolves!

Check back later for more looks at the new Player’s Handbook.  We will be tackling different aspects of the book over the next three days! Like us on Facebook or follow us on Twitter for instant notifications of when we post new content or to let us know what you want us to review!

13th Age: My Summer Girlfriend

The town where I went to high school had what we called “summer people.” Now, if I was a more indie or arty game designer, “summer people” would be some cool fae like race, and my game would be about telling cool stories about these fae. But no, “summer people” were simply folks who came to our tiny town and summered there.

13th Age (published by Pelgrane Press) is a D&D like game written by the lead designers of 3rd and 4th Edition (“Designer Powers Activate!”). Long ago, several of the Acts of Geeks folks did a play-test of 13th Age, and in true college essay fashion compared and contrasted it with their play-test of D&D Next. We all loved 13th Age, and felt very meh about D&D Next. This was in the Spring of 2013.

I went to GenCon in 2013 and stopped by the 13th Age booth hoping that maybe they would have some new product.  We were all eager to play more. They were really nice and when I told them of our play-test they gave me a fancy escalation die. In that time, I have been an unofficial member of the 13th Age Street Team. I have communicated with all my D&D/ Pathfinder friends, whose tastes run the gamut from Basic D&D to 4th Edition. “You should check this game out, it has the best elements from all the versions of D&D that you love, is very narrative and crunchy enough, the Icons are really cool, combats are fun and exciting. We had two paladins in our party, one was a ninja-paladin, and they were both totally different.”

And…can you hear that? Crickets. No one was particularly interested. The original 13th Age supplement Kickstarter made over $70,000, which is not insignificant. Well, maybe in today’s age of Potato Salad it is. Now, over a year later, Pelgrane Press has released one 13th Age product. The core book. The 5th Edition of D&D just released and already there’s a free pdf and the boxed set. At GenCon they will be releasing the Players Handbook, followed closely by the Monster Manual and Dungeon Masters Guide. And these same friends, who spurned my Amway-like advances are all abuzz, even though many of them felt similarly about the Next Playtest.

What happened? 1) 13th Age was one book. It has monsters, and is indeed a complete game, but for D&D fans, some stuff was missing: multiclassing, more monsters, more magic items, other races and classes. 2) Layout. It is beautiful book, but with all my experience with the game as a GM, I never had to make a character. When I have sat down and fiddled around, there was a lot of flipping around, and some confusion. It was not poorly laid out by any means, but it also was not a mean, lean, character generation machine. Some parts could have been more intuitive. 3) Support. I only have experience with my FLGS, but was 13th Age available in other stores? Were these friends of mine unable to find a copy, is that why they spurned my non-pyramid scheme suggestions? And over a year later, there is still just the one book. Now, I am well aware that some games require only one book, but if you’re trying to offer an alternative to D&D some very specific beats must be hit.

Back in high school, there was this very cute girl, a summer girl. My friends and I got to know her. Being young and doofy, I asked her if she wanted to see a movie, because that is what we did in the summer. Sure, I mean, a date would have been great, but, I wasn’t thinking along those lines, more, “hey, this is what we do, if you want to do something.” Imagine my surprise when she held my hand during the movie. In today’s age of Facebook, I have yet to find her and reconnect with her. Several years after that summer of holding hands and French-kissing, I cleaned her swimming pool every week, or rather the swimming pool at the house where she was living, and always hoped I’d catch a glimpse of her. But it was not to be. 13th Age, I still do love you. I want to love you. Sure, I’m a gamer, and no doubt I will be swept up into hysteria of the D&D PHB release at GenCon this year and will buy a copy, but I want it to be you 13th Age.