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13th Age RPG Core Book Hardcover – August 3, 2013
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13th Age RPG delivers an incredible fantasy storytelling experience. --io9
13th Age is, perhaps, the first d20 game that I've ever played that treats the game inside of combat and the game outside of combat with equal love, attention, and innovation. --Dorkadia
One of the best systems I've encountered and I ve either played or read the rules to countless d20 systems at this point is 13th Age... It s fun, fast and accessible. --Forbes
About the Author
About Rob Heinsoo
Rob Heinsoo has created dozens of role-playing games, card games, miniatures games and board games. He led the design of the fourth edition of Dungeons & Dragons® and wrote or led the design of many 4e sourcebooks. Rob has just released the card game Epic Spell Wars of the Battle Wizards: Duel at Mt. Skullzfyre. Other recent game designs include THREE-DRAGON ANTE, THREE-DRAGON ANTE: Emperor s Gambit, Inn-Fighting, Dreamblade, FORGOTTEN REALMS® Campaign Setting, and the first nine sets of D&D Miniatures®. Games he worked on in the 90 s that have aged well include Shadowfist, Feng Shui, and King of Dragon Pass.
About Jonathan Tweet
Jonathan Tweet has been creating games professionally for 25 years. He created or co-created the roleplaying games Ars Magica (1987), Over the Edge (1992), and Everway (1995). He started writing for Dungeons & Dragons in 1992, and in 2000 he became the lead designer of the game s third edition. In addition to roleplaying games, Jonathan has created and contributed to card games, miniatures games, computer games, and fiction. His games have won three Origins Awards, and he is in the Origins Award Hall of Fame.
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The system is a love-it-or-hate-it kind of deal, and I love it. The authors have outdone themselves, combining all the best of their previous works into a flexible, comprehensive system that gets out of the way and lets you roleplay when you want and rollplay when you need to. It is also highly modular and can be combined into a homebrew system with components from other RPGs or of the GM's creation. I personally think that a hybrid between this and D&D 5e would be the perfect RPG.
The book itself is just incredible. Great art, lots of amusing quips, entertaining as well as informative, easy to digest. It's also got more info than most game books, functioning on its own as a Player's Handbook, Monster Manual, Dungeon Master's Guide, Gazeteer/Campaign Setting, and even including a short adventure in its final pages. No other book I've seen accomplishes all this in just 320 pages.
If I had to keep only one game book I've purchased this year (and that includes the 5e PHB, which I absolutely adore) I'd pick this one.
I'm serious. You will not regret it. Take your 3.5, 4e, 5e, and Pathfinder books and sell them on eBay. You won't look back. Stop reading here and get it. But if you want more rationale...
**Long version: perhaps unsurprisingly given the designers of DND 3.5/4e/Ars Magica are the designers of 13th Age... This system takes the strengths of those other systems, strips them down to the very best stuff, and jettisons all the nonsense that didn't work and bogged down the game. Combined with innovative and interesting new mechanics including Icons, the Escalation Die, One Unique Thing, and a greatly simplified skill mechanic, this game is STREAMLINED to play, EASY to GM, AND MOST IMPORTANTLY, MORE FUN and role-playing rich at the table.
It's really what 5e should have been. 5e is in so many ways a step backward, it was a great disappointment. If I wanted to play first or second edition DND I would. They threw what was good about 3.5 and 4e out the window and basically brought gaming back to the 70s/80s. 20 minutes wasted at the table leafing through countless spells. Spells which can break the world and make the DMs plans go up in smoke. Makes it difficult for DM to create encounters on the fly. Can you tell I'm not a fan?
13a fixes all that, and actually feels like a big leap forward in playability and enjoyability.
My hats off to the designers, their decades of experience in game design led to this tour de force. Well done and huzzah!
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