13th Age Musings
I commented previously about the familiarity of the system compared to D&D. I'm also starting to notice more subtle differences. The game seems a bit more class-focused (to the point I believe multiclassing is a supplemental/house-rule thing).
In D&D (drawing mostly from 3E and 5E, anyway), feats are a means of giving characters a way to individualize beyond what's in class abilities. They might augment and compliment what's there, or they might be a way to borrow a feature of another class (armor/weapon proficiency, cantrips, etc.) without fully multi-classing.
In 13th Age, feats seem more a mechanic to give some option of advancement specifically within a class. I think between the two main books we're referring to, there are only maybe a dozen general feats that anyone can take. A vast majority of the options, however, are "increase this things you get from your class." Leveling a character up to 2 and 3 makes me a little frustrated at this setup. I find myself wanting to get some new ability, but that's not really an option. Technically, I could pick up a general feat, but looking through that short list was very unexciting - the only one there that felt interesting or necessary I already picked (Precise Shot because friendly fire is bad). I guess another d6 of damage isn't a bad thing? Maybe.
I'd also have to say I underestimated the Mechanical Engineer's Shiny Red Button ability. Nothing like being faced with a big enemy with a lot of hit points and enough damage output to nearly one-shot an average 2nd level character to make you appreciate the ability to change a 25% change to hit into a reliable 95% chance.
I find the system's miss damage and escalation die mechanics to be a little silly. I get the idea behind them, but it's a complication that people have to remember for a fairly small effect on anything.
In D&D (drawing mostly from 3E and 5E, anyway), feats are a means of giving characters a way to individualize beyond what's in class abilities. They might augment and compliment what's there, or they might be a way to borrow a feature of another class (armor/weapon proficiency, cantrips, etc.) without fully multi-classing.
In 13th Age, feats seem more a mechanic to give some option of advancement specifically within a class. I think between the two main books we're referring to, there are only maybe a dozen general feats that anyone can take. A vast majority of the options, however, are "increase this things you get from your class." Leveling a character up to 2 and 3 makes me a little frustrated at this setup. I find myself wanting to get some new ability, but that's not really an option. Technically, I could pick up a general feat, but looking through that short list was very unexciting - the only one there that felt interesting or necessary I already picked (Precise Shot because friendly fire is bad). I guess another d6 of damage isn't a bad thing? Maybe.
I'd also have to say I underestimated the Mechanical Engineer's Shiny Red Button ability. Nothing like being faced with a big enemy with a lot of hit points and enough damage output to nearly one-shot an average 2nd level character to make you appreciate the ability to change a 25% change to hit into a reliable 95% chance.
I find the system's miss damage and escalation die mechanics to be a little silly. I get the idea behind them, but it's a complication that people have to remember for a fairly small effect on anything.
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