Thread: Maps & Combat
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August 8th, 2018, 22:30 #1
Maps & Combat
How does the FG version of 13th Age handle combat and maps? From my experience in running f2f games of 13th Age it's pretty much a grid-less system.
Native Texan. Adventure Gaming since 1977. Ultimate License holder. Trekkie. Long time Traveller fan. Die-hard Savage. OSR enthusiast. 1930's Pulp Adventure aficionado.
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August 18th, 2018, 20:04 #2
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Well, I can‘t tell for sure. It is possible to run battles in 13th Age w/o maps, although there are many adventure modules available showing maps.
How I do it, is to visualize the scene (see resource book product for more details) at the beginning of an encounter. You‘d definatly don‘t need to count feet distance, because the rules are much more flexible without it, and combat speeds up dramatically if you don‘t do it e.g. the Pathfinder style.
I‘m even considering moving from the Pathfinder rules to the 13th Age rules. It looks like Pathfinder2 copied some of the 13th Age rules as well..
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August 20th, 2018, 18:15 #3
okay, thanks, I'm trying to decide if I want to purchase the 13th Age stuff or not
Native Texan. Adventure Gaming since 1977. Ultimate License holder. Trekkie. Long time Traveller fan. Die-hard Savage. OSR enthusiast. 1930's Pulp Adventure aficionado.
Time Zone: Central Standard Time (GMT-6)Currently Running:
PF2: Crown of the Kobold King
Cepheus Engine: Hiports and BywaysCurrently Playing:
PF2: Agents of Edgewatch AP
Savage Worlds: Hell Divers
Ambition & Avarice: Maelstrom Island
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August 20th, 2018, 21:16 #4
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Well, I‘m running a 13th Age Online Game running Slack (and I couldn‘t do this with e.g. Pathfinder) atm... FG would probably do better, if you‘re running e.g. weekly sessions.
You can do what you want with FG. Nothing hinders you. Just 13th Age, as you know then from f2f games, wouldn‘t require to use battlemaps.
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