Tabletop RPG · since 2013 · #49 most discussed

13th Age

Play fantasy heroes tied to powerful figures called icons, with relationship dice, flexible talents, and fast, narrative-leaning combat.

d20Fantasyd20classestheater of the mindbeliefs and drivesworldbuilding togetherCampaignsNeeds a GM
6.2
Geek rating

From 9 firsthand play reports in 4 r/rpg threads. The threads alone average 7.4.

Player rating— / 10

No visitor ratings yet.

Discussion6.3 / 10

212 r/rpg posts named it, October 2023 to October 2026.

Rules weight

Medium. Hype 4.2 for its age.

Have you played it?

Rate 13th Age from 1 to 10. One rating per browser and device; you can change it any time.

Didn't work for usOne of our best

What players say

At the table

Firsthand play reports are thin: a handful of GMs across four threads. Those who ran 13th Age describe a fast, heroic, D&D-flavored game, and one ran a campaign of over two years. Tables disagree on how well the balance holds, depending on how optimized the play is.

What works

What tables struggle with

Who it suits

In players' words

The threads behind it

Each thread is rated for the play it describes, from the firsthand reports in it. Load one here or read it on Reddit.

8.3

13th age or Weird Wizard?

The thread is mostly about choosing between 13th Age and Shadow of the Weird Wizard, and only a few commenters report actually running 13th Age. Those GMs describe it as a heroic, fast-moving game that suits D&D-style players. The one long-campaign report calls it the best they've run, and the complaints are minor. 4 firsthand · 50 comments

Open on Reddit
5.0

My feedback on the 13th Age 2e gamma playtest, after GMing 115 battles and 13 noncombat sequences, with logs for all of them

The thread is mostly about the OP's playtest methodology and reputation, not about table experience. The only substantive firsthand reports are the OP's 115 battles and 13 noncombat sequences with an optimization-heavy, full-information approach, which found broken build and item combos and alpha-strike problems, plus one commenter who says they haven't hit those problems in their own games. 2 firsthand · 149 comments

Open on Reddit
6.5

What are your thoughts on the 13th Age method of handling "short rests" and "long rests"?

The thread is mostly about rest and recovery mechanics in general. Many commenters describe running the same no-rest system in 5e, which doesn't count here. The two actual 13th Age GMs say it works for them and syncs well with story beats, though one player at a table dislikes the diegetic justifications. 2 firsthand · 151 comments

Open on Reddit
7.5

High-powered, heroic, non-simulationist, tactical (and yet gridless) combat RPGs similar to Fabula Ultima or 13th Age 2e without actually being those two systems?

The thread is mostly about alternatives to 13th Age and Fabula Ultima. The only firsthand play of 13th Age 2e is the OP's, who ran it extensively, keeps a combat diary, and prefers it to Fabula Ultima for its moment-to-moment tactical choices. 1 firsthand · 78 comments

Open on Reddit