|
Post by Finarvyn on Mar 17, 2013 5:53:21 GMT -5
I've recently been involved in a playtest of 13th Age and I've been thinking about doing Amber using that rules system. 13th Age is a new game which is essentially a streamlined 3E/4E blend. It gets rid of the miniatures aspect of the game, so while it keeps powers similar to 4E (at-will, encounter, daily) it seems to have removed all of the picky battleboard stuff.
Part of what I like about 13th Age is that the basic rules system seems pretty familiar to me already, the complexity isn't as severe as either 3E or 4E, and they place a decent emphasis on storytelling and not just combat. In character generation you need to establish (1) one unique thing about your character, (2) several good or bad relationships with some of the movers-and-shakers of the world, and (3) some simple background skills. The relationship part certainly seems to fit an Amber setting, where someone might be tied to various Elders.
A couple of thoughts about what I might try:
(1) I would be tempted to create a list of simple powers (at-will, encounter, daily) for each of Pattern and Logrus and Trump and so on. For example, "Walking the Pattern" could be a daily ability while "Pattern Defense" might be at-will.
(2) Basic shadow creatures would use the "mook" rules and get mowed down. This tends to seperate "real" folks from shadow folks. Characters wouldn't be invincible, but would be equal to a large number of shadow creatures.
(3) I was thinking of essentially eliminating character advancement, at least in a traditional sense. Have players create characters at perhaps 4th level and then mostly stay there. Enough experience could translate to slowly adding extra abilites as per ADRP.
Anyone familiar enough with 13th Age (or 4E) to lend some thoughts or ideas about this?
|
|
|
Post by Finarvyn on Mar 27, 2013 8:53:02 GMT -5
13th Age uses a "standard 28-point buy" system where an 8 stat (on 3-18 scale) costs 0 points while an 18 stat (same scale) costs 16. The system is designed to give decent but not amazing stats to characters. My concept is that "average" would represent "Chaos average" so that perhaps an 8 stat would be "shadow" and maybe 12 could be "Amber average." Scores 13-18 would represent "ranked" stats.
I want to continue with the idea that 100 points would represent a typical PC, just as ADRP does, but then have to decide if I want to use D&D's six SIWCoDCh stats or ADRP's four PSEW stats. This will determine how many points one will be able to use for stats, or the cost of stats.
If I go with D&D's six stats, I'd be tempted to take the cost chart from the rules and multiply each cost by 1.5 with the notion that a "typical" ADRP character gets to spend 50 points on stats and 50 points on Pattern, so a 28-point build in D&D would need to be scaled closer to a 50-point cost. (28*1.5 is 42; close enough.) Again, the goal would be to try to follow the basic templates that Erick put together in ADRP so I'd want to be certain that characters could "buy" roughly the same powers in my game as they could in ADRP.
If I decide to go with ADRP's four stats I would have to scale twice -- once for the fact that there are fewer stats and once to make cost similar to 50, the way I did in the paragraph above. This might also mean additional system tweaking as 4E (et all) is designed for different stats.
|
|
|
Post by Finarvyn on Mar 27, 2013 8:53:32 GMT -5
D&D 4E divides powers into three types: (1) At-will can be used each turn in place of a regular attack. (2) Encounter can be used once per battle. (3) Daily can be used once per adventure.
Here are some ideas for Pattern and Logrus. I'm trying to stick to the "basic" levels, but may add "advanced" later on.
Pattern [50 points]
Affect Probability (At Will) With concentration, you can change the odds that a desired event will occur. This translates into a +2 or -2 modifier to a die-roll of your choice.
Pattern Defense (At Will)You can walk the Pattern in your mind to use its power to defend you against magical attacks. This translates into a +4 AC against Sorcery and a +8 AC against Logrus or Chaos forces. You are unable to attack while using a Pattern Defense.
Travel Through Shadow (Encounter)This is the ability to move from one Shadow to another, typically in between Encounters. You can do a regular Shadow walk, the “Royal Way” (slow), or a “Hellride” (fast). You can choose to move to a Shadow where time flows faster or slower, a Shadow with a particular resource, or anywhere your imagination can take you.
Walk The Pattern (Daily)If you walk the Pattern, you can regain your memory, lift curses, or otherwise restore your body to its natural state. Once in the center, the Pattern will teleport you to any location of your desire.
Logrus Mastery [45 points]
Logrus Attack (At Will) You can send a 2d6 Chaos Bolt attack at a foe.
Logrus Defense (At Will) You can fill your body with the power of the Logrus, making it resistant to magical attacks of Pattern or Magic. This translates into a +2 MD against these powers. You cannot have Logrus Defense up at the same time as a Logrus Shield.
Logrus Shield (At Will) You can cause a physical shield of pure Logrus to materialize in front of you, defending you against physical attacks from a single direction. This translates into a +4 AC against all physical attacks. You cannot have a Logrus Shield up at the same time as Logrus Defense.
Logrus Sight (Encounter) You may use the Logrus as a lens to see the aura of someone or something, typically revealing if it has powers of Pattern, Logrus, Trump, or Magic.
Search with Logrus Tendrils (Encounter) You may reach through Shadow with the Logrus in order to find and retrieve something you desire. Each round you would roll to determine success. The GM will determine the TN based on uniqueness and proximity of the item chosen.
Move with Logrus Tendrils (Encounter) You may reach through Shadow with the Logrus in order to find something you desire, then pull yourself toward it. Each round you would roll to determine success. The GM will determine the TN based on uniqueness and proximity of the item chosen.
Walk the Logrus (Daily) If you walk the Logrus, you can regain your memory, lift curses, or otherwise restore your body to its natural state. The Logrus causes madness, however, which may lead to delusions and/or blackouts.
Logrus Spell Storage (Daily) If you also have Sorcery powers, you can use the Logrus as a spell storage, as long as you determine in advance which spells are to be placed there. These spells will decay in roughly a day.
|
|
|
Post by Finarvyn on Mar 27, 2013 8:53:58 GMT -5
Shape Shifting and Trump Artistry.
Shape Shifting [35 points]
Shape Shift Features (At Will) You can change your face to look like another person. Whether you fool someone else or not is based on a TN roll based on the other’s familiarity with the subject.
Shape Chaos Form (At Will) In the Courts of Chaos people tend to have a demonic appearance. You can shift into a pre-determined Chaos form at will. This form does not give additional attribute or combat bonuses.
Shape Human Form (At Will) Most shadow people tend to have a human appearance. You can shift into a pre-determined human form at will. This form does not give additional attribute or combat bonuses.
Shape Shift Wounds (At Will) You can shift your body so that wounds go away. This allows you to use a healing action without having to miss an attack action.
Shape Animal Form (Encounter) You have a favored pre-determined animal form that you can assume at will. This form may give flight, night-vision, or similar animal attributes, but does not give additional attribute or combat bonuses.
Shape Body Parts (Encounter) You can manipulate body tissue to change your body parts into something similar but human. In general, the total mass of the body must remain constant. Shifting cartilage is easier than shifting bone.
Shape Shift Healing (Daily) You can shift your body so that all wounds go away. This process is tiring, however, and requires at least 6 hours of uninterrupted rest afterword.
Trump Artistry [40 points]
Sense Trump (At Will) You can detect the presence of Trump powers on items. You may also be able to get a sense of the origin of the Trump -- Amber or Chaos or other.
Trump Defense (At Will) You use the power of a Trump card to defend against magical attacks. This translates into a +4 AC against Sorcery and a +2 AC against Logrus or Chaos forces. You are unable to attack while using a Trump Defense.
Trump Identification (At Will) You can try to identify the identity of the caller when you get a Trump Call. This power typically works only if you have a Trump of the person making the call, as you are using your deck to sense who is Trump active.
Trump Sketch (Encounter) With simple artistic tools, you can create a sketch in a few minutes and give it the power of Trump. The power given to this item will typically dissipate within a few minutes.
Create Trump (Daily) Given a few hours, you can create a permanent Trump image of a person or place.
|
|
|
Post by Finarvyn on Mar 27, 2013 8:54:24 GMT -5
Magic: Power Words, Sorcery, and Conjuration.
Power Words [10 points for 5 words]
Cantrip (At Will) You can cast a simple spell to accomplish a pre-determined effect.
Sorcery [15 points] Sorcery is the most complex power in that it allows for the most options by the user. In general, a character ought to determine a focus (air, earth, fire, cold, water, lighting, etc) and customize spells to fit this focus.
Detect (At Will) You can sense magical auras as well as get a general sense of the alignment of something.
Gather Energy (At Will) You can spend a round gathering energy to ensure that your next spell hit is critical damage.
Light (At Will) You can create the effect of a torch and place it on a specific item, such as a staff. This light will continue for the remainder of the encounter.
Push (At Will) You can create a magical force that can push or levitate small objects.
Shield (At Will) You can create a magical barrier to protect yourself from physical harm. This translates into a +2 AC for yourself for the remainder of the encounter.
Simple Focus Attack (At Will) You cast an energy bolt attack at a target doing 1d8 points of damage.
Area Shield (Encounter) You can create a magical barrier to protect yourself and three nearby others from physical harm. This translates into a +2 AC for each for the remainder of the encounter.
Complex Focus Attack (Encounter) You cast an energy bolt attack at 1d4 targets doing 3d6 points of damage to each.
Simple Spell (Encounter) You cast a simple spell that does whatever you are trying to accomplish. (Catch-all that typically takes several rounds to accomplish.)
Chain Focus Attack (Daily) You can cast a Focus attack designed to bounce from one target to the next. When making an attack roll, if the roll is even you can roll an attack on the next target. If that is even you can roll an attack on the next. The chain continues as long as you roll even numbers.
Complex Spell (Daily) You cast a difficult spell that does whatever you are trying to accomplish. (Catch-all that typically takes several rounds to accomplish.)
Conjuration [20 points]
Simple Conjuration (At Will) You can conjure out of Shadow simple and common objects such as a bird, coins, or the like.
Complex Conjuration (Encounter) You can conjure out of Shadows multiple similar objects or “mook” monsters.
Specific Conjuration (Daily) You can conjure out of Shadows a “real” monster or something that appears to be a specific person or creature.
High Compelling [Conjuration + 5 points]
Charm Person (A) You can make a single opponent friendly if they fail their save.
|
|
ed
Citizen of Amber
Posts: 30
|
Post by ed on Mar 24, 2020 16:28:51 GMT -5
I haven't played 13th Age but your rules look interesting. Did you ever get to run a game with them?
|
|