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

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
I would actually be fine with separating rituals from other spells. They feel different anyway, and no one in my groups wastes a spell slot on a ritual. Make them castable by any class with an appropriate DC Arcana check, maybe starting at 10 and increasing by 2 per spell level (just off the top of my head). Ooh! Maybe an optional spell failure random table with hilarious effects!

Good idea. Maybe bring back ''martial pratices'' as non-magic ''rituals'' for non casting class. There were some good ones in 4e (and 3.X IIRC)
 

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Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
We could add resistance/vulnerability to different sorts of weapon damage. It used to be a thing in previous edition for several monsters, most notably undead. An Advanced 5e would be just the place for it.

This!

There's a whole lot of resistances and immunities in 5e, but vulnerabilties are so rare as to be nearly inconsequential beyond undeads. I think a Advances monster manuals could make it more tactically interesting by using more vulnerabilties for monsters, mixed with more recent Mythic Action from Theros!
 

Micah Sweet

Level Up & OSR Enthusiast
This!

There's a whole lot of resistances and immunities in 5e, but vulnerabilties are so rare as to be nearly inconsequential beyond undeads. I think a Advances monster manuals could make it more tactically interesting by using more vulnerabilties for monsters, mixed with more recent Mythic Action from Theros!
This would allow you to make monsters that are beatable with the right gear/tactics, but are otherwise very, very tough. This would emulate a plethora of monster fights in media.
 

doctorbadwolf

Heretic of The Seventh Circle
What if the Ranger gains three options at level 2, instead of spells;

  • Spells, mostly as PHB, but somewhat improved in terms of spells known. (1/2 level + wisdom mod)
  • Rage, as the Barbarian
  • Wilderness Knacks. A system of Invocation/Infusion style features that can be supernatural but are never spells, and there are enough fully mundane options that you can build a totally mundane ranger.
You'd also want to have a replacement option for Primeval Awareness, or just replace it with a less magical feeling version in general.
 

So the ranger shouldn't exist as a class.

It's a person who fights in the wilderness. Or maybe it's someone who sneaks in the wilderness. Or maybe it's someone with a bit of druidic magic in the wilderness. That ought to be covered by the fighter, or the rogue, or the druid, especially if the game is increasing the depth of the Exploration pillar.

Paladins are suffused with divine power as they fight - and some even have the divine power of nature. That's a pretty clear archetype.

But rangers don't really have a niche. They're more a flavor you ought to be able to apply to any class.
 

Nebulous

Legend
So the ranger shouldn't exist as a class.

It's a person who fights in the wilderness. Or maybe it's someone who sneaks in the wilderness. Or maybe it's someone with a bit of druidic magic in the wilderness. That ought to be covered by the fighter, or the rogue, or the druid, especially if the game is increasing the depth of the Exploration pillar.

Paladins are suffused with divine power as they fight - and some even have the divine power of nature. That's a pretty clear archetype.

But rangers don't really have a niche. They're more a flavor you ought to be able to apply to any class.

What about a subclass of the Fighter for ranger?
 


ART!

Deluxe Unhuman
Late to the party here, but I want more granularity in skills. Either a subskill system using the existing list of skills, or a longer list of skills - say, half again as many skills.

Similarly, I want more granularity in languages. More languages, sub-languages, ancient vs modern, etc.

I want more a little more detail in weapons and armor, too, particularly a system reflecting how certain weapons are especially good against certain kinds of armor.

For races who have innate spellcasting, I'd like to see a very short list of cantrips and spells for them to pick from at 1st, 3rd, and 5th level - rather than just the one listed for the race/subrace, as it is now. It'd be a quick and easy way to add variation to characters, and also a way to differentiate between members of the same race but from different cultures.

And, of course, detach initial ASIs from race, and detach proficiencies from race.
 


Minigiant

Legend
Supporter
So the ranger shouldn't exist as a class.

It's a person who fights in the wilderness. Or maybe it's someone who sneaks in the wilderness. Or maybe it's someone with a bit of druidic magic in the wilderness. That ought to be covered by the fighter, or the rogue, or the druid, especially if the game is increasing the depth of the Exploration pillar.

Paladins are suffused with divine power as they fight - and some even have the divine power of nature. That's a pretty clear archetype.

But rangers don't really have a niche. They're more a flavor you ought to be able to apply to any class.

The ranger has a niche.

The issue with the ranger is that D&D is so different from other worlds that, it's niche is rarely seen.

Basically D&D wilderness is so fantasy and supernatural that a new class has to be created for it.
The fighter can't sneak, scout, or deal with magical threats.
The rogue cannot fight alone nor bring magic against wild supernature.
And the druid reveres nature too much and wields too little against humanoid threats who may dwell in the wild.

Now if D&D had bit the bullet and made a fish class a long time ago, the ranger could have rolled itself into that. But this love hate with fighter-mages dragged on and now the ranger is too old to drop.

But I agree the ranger shouldn't exist in low magic world.

Thus I think that a nonmagic magic ranger (as well as a high magic ranger) might be warranted for Level Up inclusion.

Perhaps...
Low magic: Strider
Medium magic: Ranger
High magic: Warden
 

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