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D&D Older Editions
Converting 13th Age's Eyes of the Stone Thief to D&D 5E
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<blockquote data-quote="Condiments" data-source="post: 7881089" data-attributes="member: 6802006"><p>13th age is excellent! So far, it has replaced 5e as my game of choice. The system just works better for me.</p><p></p><ul> <li data-xf-list-type="ul">Icons encourage player buy in for your setting. I created my own homebrew list of icons and my players are already directing the story in directions depending on their icon relations. The players get tokens based on how many 5 and 6 dice they roll which they can spend on variety of things for in-game benefit. I also direct overarching story threads based on which icons are getting the most rolls.</li> <li data-xf-list-type="ul">Battles are smooth and fun thanks to awesome mechanics like the escalation dice. It's easier to construct bigger set piece battles than 5e which I prefer to run over tons of encounters.</li> <li data-xf-list-type="ul">Monster are just flat out better! Each monster usually has something unique to it that makes each battle different. Also that stat blocks are nice and small.</li> <li data-xf-list-type="ul">Backgrounds took some getting use to for our group but they're a ton of fun. I have a better idea of who my player's characters are because it comes up in game.</li> <li data-xf-list-type="ul">Not having to deal with the adventuring day model has been a huge game changer for me. It's been so freeing not to have to contrive encounters to just burn player resources or twist all my adventures to have time pressure so rests aren't so easy. My stories have gotten better and the pacing is WAY better because there is less fluff.</li> </ul><p>If you haven't give the system a shot! It's not for everyone but neither is 5e.</p></blockquote><p></p>
[QUOTE="Condiments, post: 7881089, member: 6802006"] 13th age is excellent! So far, it has replaced 5e as my game of choice. The system just works better for me. [LIST] [*]Icons encourage player buy in for your setting. I created my own homebrew list of icons and my players are already directing the story in directions depending on their icon relations. The players get tokens based on how many 5 and 6 dice they roll which they can spend on variety of things for in-game benefit. I also direct overarching story threads based on which icons are getting the most rolls. [*]Battles are smooth and fun thanks to awesome mechanics like the escalation dice. It's easier to construct bigger set piece battles than 5e which I prefer to run over tons of encounters. [*]Monster are just flat out better! Each monster usually has something unique to it that makes each battle different. Also that stat blocks are nice and small. [*]Backgrounds took some getting use to for our group but they're a ton of fun. I have a better idea of who my player's characters are because it comes up in game. [*]Not having to deal with the adventuring day model has been a huge game changer for me. It's been so freeing not to have to contrive encounters to just burn player resources or twist all my adventures to have time pressure so rests aren't so easy. My stories have gotten better and the pacing is WAY better because there is less fluff. [/LIST] If you haven't give the system a shot! It's not for everyone but neither is 5e. [/QUOTE]
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Converting 13th Age's Eyes of the Stone Thief to D&D 5E
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