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==Second Edition== On August 18, 2022, Pelgrane announced that they'd be working on a [https://pelgranepress.com/2022/08/18/announcing-13th-age-2nd-edition/ Second Edition for 13th Age], with a Kickstarter campaign slated for 2023. While they announced a good amount of changes for the game, it's probably better to consider this an updated version of the existing game than a full overhaul. They've announced that they're working to keep everything backwards compatible, so you don't feel like you wasted 10 years' worth of cash for a new edition - just how much is yet to be seen but being able to follow through with it more than [[One D&D]] did wouldn't be hard to dismiss. [https://robheinsoo.blogspot.com/2022/08/announcing-13th-age-2nd-edition.html Heinsoo's own blog] [https://robheinsoo.blogspot.com/2022/08/13th-age-2e-more-info.html went a little in-depth] about what this new edition might entail. If you're too lazy to read though, let's run through these claims one by one... #'''Backwards Compatibility:''' Of course, this is a claim that's easy to boast but hard to actually accomplish without either changing too little to leave certain issues to persist if not make new ones or change too much that it alienates the audience. #*Notably, this is only for the CRB. Considering how much ''13 True Ways'' and other books added, Greg's said that you'll be seeing another book to handle the non-core stuff. Maybe as a backer goal. #'''Better options for class talents, powers, and spells:''' Feels like general rewriting, revising certain less-than-stellar and busted options for spells and powers, while some talents get degraded into feats so you're not spending build-defining features on them. #'''Improved Icon Relationships:''' While the Icons have always been talked up about their impact, the execution has been...well, most people just preferred to make their own rules, if not outright ignore this part. While the devs seem stuck to this particular feature in the same way that 1D&D is towards inspiration, maybe there might be more concrete explanations. #'''More flexible handling of kin/ancestry powers:''' Yes, races are now relabeled as 'Kin', just like how PF2 named them 'Ancestries and Heritages'. Also, the racial powers are gaining alternatives to take, giving more variety even if you don't crib one from another race. #'''Scarier monsters and cooler treasures:''' The former sounds like rewriting encounter-building to make fights more challenging (an issue they've tried addressing after the CRB, but maybe this'll make it easier to spot) and rewriting monsters to make them more threatening, the latter sounds like trying to make more enticing rules for magic items, maybe even doing something more with those purely cosmetic 'quirks'. #'''More banter, better advice:''' Because the rulebooks have plenty of sidenotes from both Greg and John as well as other authors, now let's have more with the perspective of ten years of experience, third-party takes, and plenty of fan criticism. Oh, and of course more grey hair. #'''New and better take on the fighter:''' So one major issue with the class was that several of the cooler powers were locked behind rolling high - which can prove to be infuriating if you consistently fail to do so. As a matter of course, they switched over to the methods used in things like [[Book of Nine Swords]], where they're special attacks. Also hinted was some stuff they lifted from the Glorantha splatbook. #'''New cover from the original artists:''' ...yeah, you'd fuggin better. [[Category:Roleplaying]]
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