tl, dr: surely the best non-Pelgrane book for 13th Age: it has a few rules suggestions but the vast bulk is player options for all the classes from 13A and 13TW. The average quality is very high: in particular, his druid rewrite is superior to canon, and tips me over to granting the fifth star. Because of the 13A power curve, it’s hard to say if even the stronger options would cause real problems in play.
Don’t be fooled by the title: some of this is dark and twisted (there are more evil paladin options than I personally care for), but most of it isn’t – and very little is street-level ‘gritty’ the way that alleys might imply. 13th Age is rather too high-powered for that to work well, frankly.
A few pages of rules clarifications, extensions, and half a dozen variants bookend the work, with a playable “novice” tier play put at the end. I single out “Base 13” random attribute generation which combines randomness and balance, at the cost of a strong push to the medium.
After that are new PC races (13 of them) and feats, half generic and half racial-based. These are the weakest sections, adequate but uninspired. I will say the pixie is a solid attempt to make a tiny flying humanoid into a functional PC: it would be interesting to see how it well actually works in play.
90% of the book is new material for all of the canonical classes from the core book and 13TW. Some of it is borrowings from D&D editions; some of it is new but rather carefully designed to follow the same tone and themes that you get from the original classes. So the bard, for example, has new spells and songs which lean heavily into enchantment, illusions, and party support – and several of them work better with the correct icon relationships are in play.
The new options buff up all the classes, at least at character generation and generally later in play as well. Of course, it’s not difficult to increase the power of the opposition to compensate: just be aware you may need to do that, as they level up.
If you don’t want to throw the book open to all players, the slight across-the-board power-up could work for you. If it turns out that in your game some of the classes come out a bit weaker than their peers, try giving them access to these choices and see if that helps. Even the pure talent-based classes will see some benefit, including but not limited to new champion- and epic-tier choices. The paladin’s smite power is also broadened, which should appeal to all players except the ones who chose the paladin because of its mechanical simplicity.
Using this entire book will probably help the arcane spellcasters slightly more than the other classes, since they can more easily make full use of the new powers on offer by switching out spells. The cleric gets fewer new spells, case by case, since they’re almost all specific to their Domain choices – and there are a lot of new Domains added.
The other classic divine spellcaster, the druid, deserves special note. The book rewrites it with the same talent pattern as the demonologist, giving specific abilities for each talent as well as access to the spells or other abilities of the “Circle” in question. The result is superior to the canonical class, not only incorporating all the 13TW abilities but adding two more Circles and a good bit of individualized flavor. The rewrite does not appear overpowered; if anything (as with the 13TW druid) some of the options look like they might come out a little weak.
The one class where this book may be genuinely unbalancing is the sorcerer. It is strengthened not just by all the new spells (really, having lots of chain spells instead of just two is a nontrivial power-up in itself) but also by adding bloodlines (lots of added flavor; little bit of added power) and metamagic abilities (significant additional power with no downside). Having played a storm voice across a long campaign, I am confident that sorcerers are already quite strong enough and would be hesitant to use all of this without some sort of compensatory weakness.
In terms of presentation, the full-page illustrations which introduce each class chapter are well-done, though some are oddly chosen (a ratkin commander, a necromancer with a ludicrously huge scythe, and an evil paladin). The rest of the illustrations are b&w drawings, substantially more amateurish, and the cover … well, you can see it: it’s just kind of there. The book is well laid-out and, in part because of the relatively sparse art, feels just as densely-packed as it really is.
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