System Variations


Escalation Die


One Unique Thing
In addition to your standard 5th edition background bonds, etc., create One Unique Thing about your character. From the 13th Age SRD:
quote:
Your character's One Unique Thing (their unique) is a special feature invented by you, the player, which sets your character apart from every other hero. It is a unique and special trait to your player, and markedly unusual. The intent is that it provides a special flavor to the campaign and can assist the GM in determining how your character can interact with characters and story in the campaign.

Your character's unique should not provide general practical value in combat. That is not the intent. The intent is to open up story arcs and fun roleplaying opportunities.

Some places for Ideas:
13thage.org
RPG.net
Please make it your own, that fits your character as has been played. You can determine the privacy of your OUT; PM it to the DM & place it on your private sheet, and you can publicly declare it if desired.


Combat Positioning
Rather than tracking positions, flanking, etc., we will utilize a 3-tier distance structure for combat. Maps may be used for some combats, but they will favor terrain over grid.

Engaged: If you are engaged, you are adjacent to an enemy and will need to use an action to disengage. If an ally is engaged to the same enemy, you can disengage with a move action and not incur an attack of opportunity. When engaged combatants on one side outnumber their opponents, they have advantage on their rolls. For instance, if a fighter and a paladin are engaged with a single goblin, they have advantage on their rolls. Two goblins, no advantage to either side. Three goblins gives the goblins advantage. No disadvantage through this. This replaces flanking rules to simplify.


Skill Chart
SkillBase StatNote
AcrobaticsDexterity
Animal HandlingWisdom
ArcanaIntelligence
AthleticsStrength
DeceptionCharisma
InformationIntelligenceCustom
InsightWisdom
InstinctWisdomCustom
IntimidationCharisma
MedicineWisdom
NatureIntelligence
PerceptionWisdom
PerformanceCharisma
PersuasionCharisma
ReligionIntelligence
Sleight of HandDexterity
StealthDexterity
SurvivalWisdom