I'm a fan of A5E, but some of the Maneuvers seem like they'd rarely come into effect:
For example: Exploit Footing only happens:
if your foe has advantage (rare) AND it misses (even rarer)
if your foe has disadvantage (rare) AND both rolls miss (even rarer)
AND you must use your reaction
Thanks for the response.
What has been your group's thoughts on this: With only 4 dice types (and players limited to a single dice each):
-Do they get bored with that?
-Do characters all feel 'same-sy' with limited variation? Or does the skills/abilities (advantage on rolls) make each PC...
Question about the dice mechanics:
What happens to a person who chooses a d4 for their die, and who later has to make a 'Bones' roll (shield/tank) which only succeeds on a 5,6,7,8,9 (which is impossible on a d4)?
Yes, they could roll a '4' (crown) but that could be either a failure or success...
I'm not sure I understand:
You are not allowed to go full-defense when stunned (pg. 191) "stunned characters can only parry with up to half of their CMB..."
You cannot attempt to disengage while stunned (pg. 195: stunned condition) "stunned characters cannot take full actions..." (Disengage is...
Love the game and the direction you've went with the rules.
About the only criticism our group had was that Crit tables will often put PCs/Foes into 'stun lock'. There is nothing fun about being able to do nothing but parry round after round.
Do you have a suggestion on how to...
This is an awesome game. It feels like a 'lite' version of Rolemaster (RM); with the same target audience as HARP or MERP. But it can seamlessly get more advanced by adding more spells/weapon charts from RM. It has the level of PC customization that players expect from RM, but without a lot of...
My current issues with RAW: most overland journeys will limit encounters to 1 (maybe 2) per day while traveling/exploring. This means players are free to go 'Nova' because conserving resources will not be an issue. Therefor encounter difficulty/balance is skewed.
How will Level-Up avoid this...
Won't urban adventures make supplies a moot resource? Players can just walk a few blocks to pick-up food, or find a warm tavern.
Yet, exploration would still be applicable: explore the baron's castle, the sewers, etc; with plenty of exploration encounters: royal garden with thorny vines...
Perhaps TTRPGs will have to capitalize on things unique to that media (which CRPG can't provide):
social aspect of friends sitting around a table
rules that bend and customize to the group's style
player empowerment to go "off the rails" of the script