Specifically for my needs, 13th Age does not have an obvious way to emulate “duel of wits.” I’m aware I could just “roleplay” them or make use of the generic difficulty ratings and “failing forward” concepts. In spite of that, I still felt like something’s missing from my 13th Age GMing toolbox.
Most Game Masters do it. Hacking your favourite RPG is as old as the hobby itself. However, one can often get bogged down with rules that defeat their intent and make the game less fun. Others have so many house rules that players and master alike get confused and lose sense of what game they’re playing.
Developing from my post over the weekend about the new Tome Implement presented in Arcane Power and how it adds more options for the 4th Edition Wizard, several comments were made that a larger selection of spells makes the Wizard better but that the class as whole is still underpowered. Our experience is that even […]