System Variations
Escalation Die
- At the start of the second round, the GM sets the escalation die at 1. Each PC gains a bonus to attack rolls equal to the current value on the escalation die. Each round, the escalation die advances by +1, to a maximum of +6.
- Monsters and NPCs do not typically add the escalation die bonus to their attacks. This might be overruled for special circumstances, enemies, etc.
- If the GM judges that the characters are avoiding conflict rather than bringing the fight to the bad guys, the escalation die doesn't advance. If combat virtually ceases, the escalation die resets to 0.
- As a result, monsters will have a flat +1 bonus to attack, to counter the early effects of the 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.
- Nearby: Anything within roughly 25 feet. Melee combatants can move to engage an enemy easily in this distance.
- Short Range: Anywhere from roughly 30 feet to 100 feet. Can be typically traversed in a single turn, provided the way is clear.
- Far Away: Roughly 100 feet to 500 feet. Usually only bows will accurately hit from this distance. Can be crossed in 2-3 turns. A hard DC athletics check can reduce the number of turns by 1.
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