대충 펠그레인 프레스에서 펌해놓은 글에 적당한 게 있어서 발췌
Dionysos: In my opinion, as somebody currently running campaigns in both systems, 5th edition is far simpler to play and to run. The rules are easy and straightforward. 13th Age, while much simpler than 3e or 4e, is a strange fusion of traditional adventure game and artsy storygame, and so it will naturally be a little tougher to get your head around. Having said that, 13th Age is the more interesting of the two.
Lesp: For a brand-new, no-experience group, I’d probably say that, while there are pros and cons to each in terms of accessibility, 13th Age is probably a hair easier. 5e has a little more counterintuitive baggage sitting at its core than 13th Age does. Howev1er – and this is important – the 5e Core Rulebook is more clearly written. The 13th Age rulebook isn’t bad or anything, but there are definitely places where referring to the FAQ will save you a huge amount of time in trying to understand things, because there are rules that are in ve1ry odd places. …Both systems are top notch in terms of ease of play compared to most other D&D-alikes, and I don’t think you can really go wrong with either choice. 13th Age is arguably more demanding on DMs when it comes to thinking on your feet (it has significant improvisation vectors built in on both sides of the screen), while 5e is more demanding of DMs in terms of managing mechanical references and requires more work to produce satisfying combat encounters, but neither game is super demanding in any of those regards.
Extrakun: I believe whether you like 13th Age “background checks” depends on your play-style and the kind of game you like. From my reading of the rules, the game is supposed to be a constant back and forth between GM and players—this is even the style of the organized play scenarios. The GM will outright ask players questions such as, “All right, Jen, you used to run with the Thief’s Guild at Drakkenhall, but were chased out. Why?” …In 13th Age, the authors see “skill checks” as more of a narrative experience than a gameplay one.
neowolf: For running I think they’re about on par. 5e is a little more mechanically complex, 13th Age is a little more improv demanding. So this could depend on what your strengths and weaknesses are as a GM, but ove1rall I don’t think either is much worse than the other to run. For playing, I don’t think either stands out either, howev1er I do think that 13th Age has the advantage and disadvantage of being written in a fairly conve1rsational tone, that assumes this isn’t your first rodeo. A lot of terms go unexplained and there’s no sitting down to explain to you what a roleplaying game is. For an experienced player, I think this is great. It helps it to be a more enjoyable read. For a completely new player, I think it can be a little confusing. Though I think this is mitigated pretty much entirely if you’ve got a group showing you the ropes as well
요약 : 5판은 PHB가 기계적이고 자세한 반면 B시머는 백스를 플에 엮어넣는 등 요구하는 역량이 큼
근데 내가 찾는 건 이게 아니고
오프라인 플레이가 뭐가 더 편하냐는 거였는데
이게 의견 찾아보니까 없넹
근데 공통적으로 해외 포럼이 동의하는 건
5판은 상대적으로 이과룰이고 13시대는 빼박캔트 문과충 룰이라는거임
그런 점에서 플레이어들의 긴밀한 유대가 필요할 것 같음.
국내에 5판없을때 B시머 유행 못한것도 이게 제일 큰것같다
안그래도 문과룰인데 표상까지 섞이니까 초보 마스터 과부하시키는 면이 있는듯
사실 검슈같은 추리룰 만드는 시점에서 들통난거지만
펠그레인 프레스는 문과룰 개좋아하는듯
암튼 검슈랑 B시머를 오프에서 하고, 모듈 가져오기 편하게 온라인에서 D&D를 하는 게 좋아보임
끗
Dionysos: In my opinion, as somebody currently running campaigns in both systems, 5th edition is far simpler to play and to run. The rules are easy and straightforward. 13th Age, while much simpler than 3e or 4e, is a strange fusion of traditional adventure game and artsy storygame, and so it will naturally be a little tougher to get your head around. Having said that, 13th Age is the more interesting of the two.
Lesp: For a brand-new, no-experience group, I’d probably say that, while there are pros and cons to each in terms of accessibility, 13th Age is probably a hair easier. 5e has a little more counterintuitive baggage sitting at its core than 13th Age does. Howev1er – and this is important – the 5e Core Rulebook is more clearly written. The 13th Age rulebook isn’t bad or anything, but there are definitely places where referring to the FAQ will save you a huge amount of time in trying to understand things, because there are rules that are in ve1ry odd places. …Both systems are top notch in terms of ease of play compared to most other D&D-alikes, and I don’t think you can really go wrong with either choice. 13th Age is arguably more demanding on DMs when it comes to thinking on your feet (it has significant improvisation vectors built in on both sides of the screen), while 5e is more demanding of DMs in terms of managing mechanical references and requires more work to produce satisfying combat encounters, but neither game is super demanding in any of those regards.
Extrakun: I believe whether you like 13th Age “background checks” depends on your play-style and the kind of game you like. From my reading of the rules, the game is supposed to be a constant back and forth between GM and players—this is even the style of the organized play scenarios. The GM will outright ask players questions such as, “All right, Jen, you used to run with the Thief’s Guild at Drakkenhall, but were chased out. Why?” …In 13th Age, the authors see “skill checks” as more of a narrative experience than a gameplay one.
neowolf: For running I think they’re about on par. 5e is a little more mechanically complex, 13th Age is a little more improv demanding. So this could depend on what your strengths and weaknesses are as a GM, but ove1rall I don’t think either is much worse than the other to run. For playing, I don’t think either stands out either, howev1er I do think that 13th Age has the advantage and disadvantage of being written in a fairly conve1rsational tone, that assumes this isn’t your first rodeo. A lot of terms go unexplained and there’s no sitting down to explain to you what a roleplaying game is. For an experienced player, I think this is great. It helps it to be a more enjoyable read. For a completely new player, I think it can be a little confusing. Though I think this is mitigated pretty much entirely if you’ve got a group showing you the ropes as well
요약 : 5판은 PHB가 기계적이고 자세한 반면 B시머는 백스를 플에 엮어넣는 등 요구하는 역량이 큼
근데 내가 찾는 건 이게 아니고
오프라인 플레이가 뭐가 더 편하냐는 거였는데
이게 의견 찾아보니까 없넹
근데 공통적으로 해외 포럼이 동의하는 건
5판은 상대적으로 이과룰이고 13시대는 빼박캔트 문과충 룰이라는거임
그런 점에서 플레이어들의 긴밀한 유대가 필요할 것 같음.
국내에 5판없을때 B시머 유행 못한것도 이게 제일 큰것같다
안그래도 문과룰인데 표상까지 섞이니까 초보 마스터 과부하시키는 면이 있는듯
사실 검슈같은 추리룰 만드는 시점에서 들통난거지만
펠그레인 프레스는 문과룰 개좋아하는듯
암튼 검슈랑 B시머를 오프에서 하고, 모듈 가져오기 편하게 온라인에서 D&D를 하는 게 좋아보임
끗
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