Level Up (A5E) [+] What features should a "Advanced 5E" have?

A unified class/subclass progression that allows hybrid classes by taking a second class as your subclass.
Classes should give broad abilities. Subclasses should improve class abilities. Multiclass should broaden your abilities.
Feats should allow for cherrypicking some class abilities to get access to a third class or get an ability you otherwise could not get because you decided to multiclass.
(See a previous post).

Improve the skill/proficiency system by allowing a bit more flexibility.
 

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Core rules that are setting neutral, to make customizing flavor easy.

At the same time, give a create a separate setting guide whose use of the core rules oozes with setting flavor plus campaign adventures with good stories.
 


Fenris-77

Small God of the Dozens
Supporter
Yeah, more crunch for exploration and especially social interaction. On that latter item, possibly expanded faction rules that might take some sort of social currency into account as part of a mechanic, call it favors, or influence, IDK. I think you could do some really interesting things with the action economy too. As it stands the classes aren't nearly balanced in their access to and use of BAs and RAs. That exemplar Hellboy character sheet got me thinking about this, it has a really neat looking range of options for bonus actions and reactions. I think it's currently a pretty open bit of design space that could be far more engaging than it currently is. I think the same could be said for inspiration - there's a kernel of a cool idea there, but it's not well realized.
 

NotAYakk

Legend
1) Alternate class abilities. Every class ability, and many subclass abilties, being swappable.

2) Alternate multiclassing, especially for spellcasters that make doing more than a 3 level dip playable, and ditto for martials and the level 5 extra attack problem.

3) Alternate, more complex, armor and weapon rules.

4) Factions (strength and capability and opinions/status of the PC) rules, permitting PCs to be anything from agents of a force, to building their own or taking one over.

5) Epic levels from 21-30, because why not.

6) Gestalt rules.

7) Fronts and Dooms engines (DM facing mechanics).

The goal is to provide a version of 5e that has more customization for a player to mess around with, and same for the DM>
 
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Weiley31

Legend
Proper Scaling for a Class/Sub Class Signature Feature.

I.E. If I'm playing a Soul Knife for example, and I want my Psi-Blade to be my ONLY main weapon, then I want to solely focused on using that as my weapon. I got armor and stuff I can replace and use, but a dagger/sword/whatever shouldn't replace the Psi-Blade.

A Free +2/+2 or +2/+1 stat boost at Character Creation.

I still like the idea of Racial Weapons to have increased damage for their respective races. I was looking over PE2 recently and I was amazed to see which races favored which particular weapons more. It was pretty cool.

I can't think of anything more at the moment outside of house rule stuff, like a racial feat at the start f lvl via supernatural gifts or racial feats.
 


Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Spellcasters & magic that play differently depending on the class.

  • Wizard fuels spells with slots
  • Sorcerer morph themselves with magic by investing slots.
  • Warlock summons a powerful pet to fight and boost it with slots (see the more recent ''summon X spirit'' UA)
  • Druids creates a X by X zones of magic terrain at-will, and they can spend slots to add effect to that terrain.
  • Cleric spends slot to invest semi-passive small boost in allies after a rest. Ally can use a B.A to expend the blessing and generate a bigger effect.
  • Artificer uses slot to store spells (ala wizard) in an ally equipment, bombs or potion.
  • Ranger and paladin uses slots to smites their chosen foes.
 



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