oder
Loggen Sie sich ein, um 1-Click® einzuschalten.
Jetzt eintauschen
und EUR 3,00 Gutschein erhalten
Eintausch
Alle Angebote
Möchten Sie verkaufen? Hier verkaufen
Der Artikel ist in folgender Variante leider nicht verfügbar
Keine Abbildung vorhanden für
Farbe:
Keine Abbildung vorhanden

 
Den Verlag informieren!
Ich möchte dieses Buch auf dem Kindle lesen.

Sie haben keinen Kindle? Hier kaufen oder eine gratis Kindle Lese-App herunterladen.

13th Age RPG Core Book [Englisch] [Gebundene Ausgabe]

Jonathan Tweet , Rob Heinsoo
5.0 von 5 Sternen  Alle Rezensionen anzeigen (1 Kundenrezension)
Preis: EUR 25,23 kostenlose Lieferung. Siehe Details.
  Alle Preisangaben inkl. MwSt.
o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o
Nur noch 12 auf Lager (mehr ist unterwegs).
Verkauf und Versand durch Amazon. Geschenkverpackung verfügbar.

Wird oft zusammen gekauft

13th Age RPG Core Book + Midgard Bestiary (13th Age Compatible)
Preis für beide: EUR 46,62

Die ausgewählten Artikel zusammen kaufen

Kunden, die diesen Artikel gekauft haben, kauften auch


Produktinformation

  • Gebundene Ausgabe
  • Verlag: Pelgrane Press Ltd (12. August 2013)
  • Sprache: Englisch
  • ISBN-10: 190898340X
  • ISBN-13: 978-1908983404
  • Größe und/oder Gewicht: 22,2 x 2,5 x 28,6 cm
  • Durchschnittliche Kundenbewertung: 5.0 von 5 Sternen  Alle Rezensionen anzeigen (1 Kundenrezension)
  • Amazon Bestseller-Rang: Nr. 1.787 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)

Mehr über den Autor

Entdecken Sie Bücher, lesen Sie über Autoren und mehr

Produktbeschreibungen

Play the new fantasy roleplaying game from legendary RPG designers Jonathan Tweet and Rob Heinsoo. This is the RPG that Rob (lead designer of 4th edition D&D®) and Jonathan (lead designer of 3rd edition D&D®, Over the Edge and Everway) play at their own tables. Icon relationships and One Unique Things offer exciting storytelling possibilities Backgrounds provide a simple, flexible skill system drawn from characters' personal histories Escalation dice enable fun, fast-moving d20 combat. Owlbears will rip PC's limbs off to feed their young. In the 13th Age of the world, adventurers seek their fortunes in the Dragon Empire while powerful individuals known as Icons pursue goals that may preserve the empire from chaos, or send it over the edge. Players decide which Icons their characters ally with, and which ones they oppose. These relationships, along with a personal history and a unique trait chosen during character creation, help define an adventurer's place in the world of 13th Age and lay the groundwork for epic stories that emerge through play. There are also fun new rules for hitting orcs and making them go splat.

Welche anderen Artikel kaufen Kunden, nachdem sie diesen Artikel angesehen haben?


Eine digitale Version dieses Buchs im Kindle-Shop verkaufen

Wenn Sie ein Verleger oder Autor sind und die digitalen Rechte an einem Buch haben, können Sie die digitale Version des Buchs in unserem Kindle-Shop verkaufen. Weitere Informationen

Kundenrezensionen

4 Sterne
0
3 Sterne
0
2 Sterne
0
1 Sterne
0
5.0 von 5 Sternen
5.0 von 5 Sternen
Die hilfreichsten Kundenrezensionen
3 von 3 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Klassisches Rollenspiel mit vielen neuen Ideen 8. November 2013
Von Alain May
Format:Gebundene Ausgabe|Verifizierter Kauf
Ich bin vor einiger Zeit über 13th Age im Internet gestolpert und fühlte mich spontan angesprochen.

13th Age ist ein englischsprachiges klassisches Rollenspielsystem für Anfänger und Fortgeschrittene.

Besonders hervorzuheben sind die Icons, zu denen die Charaktere Beziehungen von Anfang an aufbauen können. So sind Charaktere gleich in die Welt mit ihren wichtigen Personen und Fraktionen eingebunden, und es entstehen schon beim Erstellen spannende Geschichten und Ideen für Abenteuer.

Jeder Charakter erhält zudem ein einzigartiges Attribut (one unique thing). Dieses unterscheidet ihn von allen anderen Charakteren in der Spielwelt. Auch dies trägt sehr zu einer stimmigen Beschreibung bei und liefert Ideen für lebendige Geschichten.

Toll finde ich auch, dass die verschiedenen Charakterklassen, obwohl auf den ersten Blick sehr traditionell, für jeden Spieler etwas Passendes bieten. So spielt sich der Barbar sehr einfach, ein richtiger Zauberer braucht schon einiges an Rollenspielerfahrung.

Die Spielwelt mit den Regionen der einzelnen Ikonen ist ausreichend genau beschrieben, und lässt dennoch viel Raum für die Bedürfnisse der Spielegruppen. So ist es durchaus zulässig, ganze Städte neu zu erfinden, oder Armeen durch das Land zu jagen, ohne dass dadurch die Spielwelt an sich in Frage gestellt wäre. Viel Platz für eigene Ideen also.

Grafisch kommt das dicke Einsteigerbuch angenehm bunt und ansprechend daher, auch wenn sich einige Bilder wiederholen.

Für mich eine der größten Entdeckungen der letzten Rollenspieljahre!
War diese Rezension für Sie hilfreich?
Die hilfreichsten Kundenrezensionen auf Amazon.com (beta)
Amazon.com: 4.8 von 5 Sternen  25 Rezensionen
29 von 30 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Great Game -- Plays Very Well 30. August 2013
Von Melfast - Veröffentlicht auf Amazon.com
Format:Gebundene Ausgabe
Summary: This is a great game, with several innovations over tradition d20 games that make it quicker and more immersive. That said, the classes are not equally complex or customizable, and the game depends on joint collaboration and story-telling on the parts of the players and the GM. If you like hard and fast rules, and detailed combat/tactics, this may not be the game for you. On the other hand, if you want to play a fast-paced game that emphasizes flexibility and creativity, and your group is OK with some DM fiat, then this is the game for you. Highly recommended.

Detailed Comments: I ran 13th Age at GENCON earlier this month for two groups who had never seen the rules before we started playing, and I have also played it with my home group. All three groups enjoyed the game, found it easier to pick up and play than other d20 games like DND and Pathfinder, and particularly enjoyed the flexible backgrounds that replace the traditional d20 skill system, the relationships the characters got to choose with the 13 icons (positive, negative, or conflicted), and the "one unique thing" that each player created for themselves that differentiated them from every other character.

It is quick to create characters, players choose how they want their characters to be connected to the game world (and these choices matter as there are mechanics built into the game to make sure the game emphasizes and uses the connections the players have chosen), and character creation is designed to flow quickly. With that said, 13th Age still has eight races (plus three optional), eight classes and 450+ feats with which you build your character (most feats though are tied to particular classes, so there is good focus, and most modify basic abilities rather than stand on their own) and that makes for enough variation and customization for our group.

In combat, players are engaged, nearby or far. There is no battlemat, 5' squares, or counting movement/ranges. The Escalation die replaces a lot of the detailed combat maneuvers players would do in other d20 games, by simulating the improved tactics and effectiveness of the party by giving the party an extra plus one to hit every round after the first (up to a +6) in lieu of detailed flanking and situational bonuses. Spells and abilities target single targets or nearby groups of 1 to X. In our games, all the players felt their classes were effective in combat, and we did not have any issues with one class dominating over the others that some players may have experienced with other games.

The game has some other interesting features and suggests variations to better tailor the game to group playing preferences. There are no experience points -- players level up based on accomplishing story arcs (usually every four play sessions/long rests), and receive partial level-ups in between level advancements (called incremental leveling). There are variations to help make the game more gritty/real (lingering injuries, slower healing, etc.), and options to make it even quicker in play to allow more focus on story (using averages to replace rolling dice for example). The authors have notes in text boxes in various places, where they recommend other ways to do things in the game and occasionally disagree on the best way to do things, leaving it to the group to decide how they want an option to work if they decide to bring it into the game.

Another good thing is that the one book includes everything you need to play except dice -- player manual. monster manual, DM's guide, and a gazetteer on the default world of the Dragon Empire and the 13 icons. So, if you decide to give it a whirl your entry costs are lower than with a lot of other games.

My group was playing both DND/Pathfinder and FATE/Dresden FRPG, and in my players' opinion 13th Age combines the best features of the two is such a way that we're switching to this instead because they prefer it. We like more open-ended, freeform play, and are very comfortable with having the players and DM collaborate on effects and stunts. For us, 13th Age has made it easier to play the game focusing on story/narrative, while still running on a solid chassis of rules and clever character backgrounds that matter in the world.
12 von 13 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Way better than 12th Age! 6. November 2013
Von Tom Braun - Veröffentlicht auf Amazon.com
Format:Gebundene Ausgabe
13th Age is the classic swords-and-sorcery tabletop game, modernized. It’s a system built for fast, fun combat that also encourages role-playing and improvisation. It tries to balance the races and classes available to players while also making every choice feel distinct. And it trades in-depth simulation of its fantasy world for simple-yet-clever game mechanics.

This shouldn’t surprise you once you know that this game is the brain-child of Jonathan Tweet and Rob Heinsoo, lead designers of Dungeons and Dragons 3rd and 4th edition, respectively. 13th Age is very much a descendant of those games, but it is able to jettison a lot of their baggage. It’s simpler and faster than 4th Edition and more tactical and balanced than 3rd. And it also adds mechanics specifically to encourage role-play, something no edition of D&D has ever done.

This game is not for everybody. If you prefer an exhaustive fantasy simulation that has tables that list the overland travel speed of a one-donkey cart or an entire sub-system of grapple rules this is not your game. But if you want a game where a mission from the Archmage finds you fighting storm giants on top of a migratory terrasque, well, you’re gonna like this.

The major new mechanic of 13th Age is the Icons. The important thing about icons is that every piece of the game relates to them - the setting, the story, the rules… and the players. Each player will pick three Icon Relationships at the start of the game, and they will roll to see which relationships will factor into a given game session. The Icons themselves are fantasy archetypes: the Archmage, the Dragon Emperor, the Great Gold Wyrm and the Prince of Shadows, among others. Most of them will fit just about any fantasy world, although 13th Age comes with its own sandbox setting for them to play in.

Combat in 13th Age does away with counting squares or hexes and tracking movement speed. You are either near enough to hit that orc with your axe or you are not. The ‘escalation die’ mechanic makes sure that combat keeps getting more exciting without overstaying its welcome. Abilities for both monsters and players trigger off the natural values of the d20. Many attacks do damage on a miss. Leveling doubles, then triples, then quintuples damage and HP. This really is a ruleset that is simple and elegant yet still looks fun to play.

The book itself is no slouch, either. It is nicely bound with color-coded pages, full-page color illustrations and a nice map. It contains everything you need to run a game: the rules, character creation, monsters, treasures, the setting and a sample adventure. Tables and charts are reproduced at the back of the book for convenience, and the index doubles as a glossary of terms! Yes this book is pricey, but you really are getting value for money here.

The style of the book is conversational, with frequent sidebars explaining the intent behind many of the rules. Wonder why a half-elf would want to lower their d20 roll by 1? No need, a sidebar explains the significance (many powers trigger on natural even rolls). Often the designers will offer their personal preferences, especially when it comes to optional rules (such as rolled stats vs. point buy). No trap feats or powers here! Well, there is one, but it’s called out hilariously in, yes, a sidebar. This book is not trying to give the edge to the rules lawyers or trick unwary players. I appreciate that.

My one beef is that the authors actually needed to spend more time on Icons. There are no concrete examples given of how Icon relationships should work in actual play. For a new mechanic that is so central, this seems like an oversight. Granted, by reading the sample adventure and listening to some podcasts I was able to figure it out, but others will not be so patient.

Overall I am impressed with the book and excited for the game. When I first heard of 13th Age it sounded like exactly the D20 system I had been looking for. And now that I’ve read it, it’s actually better than I expected. I really cannot wait to run a game!
9 von 9 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Impressed so far 2. Oktober 2013
Von Flying Code Monkey - Veröffentlicht auf Amazon.com
Format:Gebundene Ausgabe|Verifizierter Kauf
13th has been a refreshing blend of old-school AD&D concepts with lessons learned over the years. It strikes a nice middle ground between mechanics and theme, neither too crunchy nor too vague, with interesting ideas like the Icons and One Unique Thing. 13th deliberately views gaming as a collaboration between GM and players rather than a competition, and it favors fun/momentum over obsessive details.
14 von 17 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Fun RPG 8. September 2013
Von Casey F. - Veröffentlicht auf Amazon.com
Format:Gebundene Ausgabe
Somewhere along the line, I think that "fun" got lost in the RPG world, and 13th Age just seems fun. To be fair - I haven't played it yet. That being said...

Pros - This is a pretty book. It's self contained (no need for other books). Icons are cool and tie players into a story easily, but neither are they plot hammers. Backgrounds replace the traditional D20 skill system, and do so with simplicity, but still feel thorough enough. This isn't DnD4 OR DnD3.X, but it's related to both (don't let that be a detractor as it's enough different from both). No grids/maps needed for combat. Plenty of initial races for players to choose from (if you're into that sort of thing). Bards and Rogues look fun again. The "Escalation Die" speeds up combat, and makes the player's characters actually feel like heroes.

Cons - I would have liked to see druids as a class in the base book, but that's just my preference. More info on how Icons could influence game play could be useful (there's enough here, but just barely). No horses or mounted combat rules seem like an oversight for a medieval fantasy game.

Indifferences (that might matter for your group) - Some people enjoy rigid, complex skill systems. If that's something your players enjoy stressing over, they may not like backgrounds. I'm not going for sarcasm there, it just depends on your style. Some people may also feel that hit points are over inflated, and if you're going for "low fantasy" then this is probably not the game for you. However, it doesn't seem as over the top as DnD4(?).

I say buy it. Especially if you want high fantasy, if you like DnD4 OR DnD3.X and want something else, or you want something new you can use in your D20 game (and the authors seem totally OK with that). Me, I can't wait to run it as is.
4 von 4 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen A great source book, an excellent resource. 19. April 2014
Von C. Smith - Veröffentlicht auf Amazon.com
Format:Gebundene Ausgabe|Verifizierter Kauf
For players that prefer emphasis on story over combat, this system is an absolute joy to play. It strips a lot of tabletop concepts to their most minimalistic, without making any of them trivial. The whole game feels driven by the idea that mechanics are there to drive story forward and make it more interesting. Particularly great is it's ability to marry open ended design to mechanics, players are given a lot of agency to create exactly the character they want to play. Character customisation even goes as far as to include links to the setting's core NPC's, the Icons, creating interesting impact on the world around them from level one.

These are all good reasons to consider this system over Dungeons and Dragons or Pathfinder, however this book actually has a lot to offer as a supplement to those systems and many others. A great deal of the mechanics are very modular concepts, easy to put into any other system, they will just make your games better. The escalation dice will change the tempo of combat in interesting ways. The icon system will give you lore that your players can get personally invested in. One Unique Things give players an immediate way to flavour their characters, and GMs instant plot hooks.

The edition itself is extremely good quality, beautifully illustrated and laid out in full colour. A small complaint is that the order in which concepts are explained is a little disjointed, but soon come together in ways that make sense. Character creation is a little messy at first, but the freedom afforded by the system more than makes up for it. One highlight is the commentary boxes from Jonathan Tweet and Rob Heinsoo scattered throughout the book. They lend valuable context to game concepts, giving divergent interpretations that may tailor better to certain play styles. The whole package is just brilliant, and gives you all the tools you need to run a truly memorable game.
Waren diese Rezensionen hilfreich?   Wir wollen von Ihnen hören.
Kundenrezensionen suchen
Nur in den Rezensionen zu diesem Produkt suchen

Kunden diskutieren

Das Forum zu diesem Produkt
Diskussion Antworten Jüngster Beitrag
Noch keine Diskussionen

Fragen stellen, Meinungen austauschen, Einblicke gewinnen
Neue Diskussion starten
Thema:
Erster Beitrag:
Eingabe des Log-ins
 

Kundendiskussionen durchsuchen
Alle Amazon-Diskussionen durchsuchen
   


Ähnliche Artikel finden


Ihr Kommentar