13th Age classes vary in complexity, and are sometimes not quite what you’d expect if you’re coming into a game from another D&D game. Here’s a quick primer on how they handle mechanically in combat if that helps.
No class is banned; the only requirement is that you build a character that feels appropriately “desert fantasy,” which may require some careful attention to reskinning mechanics or figuring out an interesting take. I am very open to out-and-out changing special effects so that your “druid” becomes a straight-up werehyena shaman, or your “necromancer” becomes a sand mage calling up desert spirit minions.
- Barbarian: Super-simple. Basic attacks, and the major mechanic is “Rage? [Y]/[N]”.
- Bard: A bit complex. They’re tied into the setting’s icons, which may mean a few tweaks and adlibs as the icons are different.
- Chaos Mage: Complex. Blaster with weird special effects. Random in a “the other players may stuff you in a sack” way.
- Cleric: Moderate. Spellcaster class, customized with domains.
- Commander: Medium complexity; some support ability. They use a command point mechanic: you gain command points with actions and spend them on interrupts. Some healing.
- Druid: Variable complexity in play, lots of options at creation. There are five different druid specialities: you can be a beastmaster, elemental caster, shapeshifter, terrain caster (environment-themed powers) or healer, but you’re not equally all five at once.
- Fighter: Simple. The fighter chooses what maneuvers to use after an attack roll, depending on what he rolled. Plenty of improv but not as good for planning.
- Monk: Medium complexity. Built around a “setup, strike, finisher” combo pattern.
- Necromancer: Medium complexity. Can be a summoner/pet class. Minor house rules because fuck their “necromancers can’t be robust or classy” decisions.
- Occultist: Complicated. Lots of interrupts. Kind of a weird “fate-bender” class.
- Paladin: Simple. A little healing, a little smiting.
- Ranger: Simple. Basically chances to specialize in two-weapon melee, archery, having a beast companion, but mostly going to use basic attacks.
- Rogue: Low-moderate complexity. Uses powers to gain and spend momentum, a mechanic that rewards movement.
- Sorceror: Medium complexity. Themed casters (like dragon sorcerers that use breath weapons), but reskinnable.
- Wizard: More complex; mostly what you’d expect.