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

doctorbadwolf

Heretic of The Seventh Circle
1920s Cleaveland blacksmith, and pioneering Iron Age blacksmith have almost nothing in common.



Moreover, it is an example of how a specific reallife background "blacksmith" actually transforms the reallife culture "Iron Age".

A culture equals the sum total of individual backgrounds.




Say a prosperous city is chased away by a volcanic eruption. They now survive as landless roving sailors. Their backgrounds have changed significantly. Therefore their culture has changed significantly.
In all cases, you’re talking about two distinct and separate things. No culture is all one job, and no job is a culture.

Persian sailors are not Norse sailors who are not Polynesian sailors.

But they are all sailors.

And the two blacksmiths have plenty in common, at the scale of specificity taken by D&D. They both have proficiency in Smithing Tools, probably solid strength, and are a good person to ask about metallurgy and the politics of their guild, though neither calls it a guild.
 

log in or register to remove this ad


Yes, in a fantasy setting, one can -- and many do -- say things like "the elves of the Forest Conclave all learn the art of archery". But real cultures seem rarely to be like that, and even in fantasy, probably not all cultures are like that.
And there's your problem. You're using the world 'culture' in two different ways, and wondering why they're not the same.

'Culture', in terms of character generation, is a word that allows for a collection of general bonuses that are not strictly related to either the character's race/genetics/physical body, or to the character's personal choice of pre-class activities (background/apprenticeship/job/etc). It has a broad match with the idea of 'culture' as might be used to describe nations (eg: France) or peoples (eg: Kurds), but it is not the same thing.

It is a game mechanic term, in the same way that Intelligence is a game mechanic term that doesn't necessarily match up with IQ tests and such. It's close enough to the real-life meaning that the casual player can easily grasp the intent behind what goes in that box, but it is not a rigorous scholastic term.

Personally, I would make use of the game mechanic Culture as describing a broadly similar collective behavior set that covers baseline social interaction methods. A merchant culture, or a nomadic culture, or a warmongering culture, or a fishing town culture, etc. Each of those do not have to be the entirety of a culture. Waterdeep isn't solely and entirely composed of a merchant culture, but that merchant culture is definitely a part of Waterdeep. Not all orc tribes are warmongers, but a warmongering culture definitely exists within at least some orc tribes.

So you could be an elf from Valenwood, but Valenwood isn't your culture; it's just where you grew up. Rather, you might have been raised in a culture of elitist nobility, that just happens to have been in Valenwood instead of some other part of the world.

This does bleed into the current 5E Backgrounds a bit, because Backgrounds are kinda fluid in what they represent. An Acolyte is very different than a Soldier, which is different from a Noble. The Noble background is closer to what I described above as a Culture, but a Soldier is a profession chosen after you grew up (usually). An Acolyte is sort of in between, where is might be chosen after adulthood, or it might be something where you were raised within a religious order.

So Backgrounds cover both too many and not enough things. Separating things out a bit would allow better-defined characters.
 

Well I have heard a few times that some DM's can't handle running games past level 8 or so because they don't know how to deal with all the abilities PCs have. Since Level Upped will give PCs more abilities, this issue may become more common. What will be done to assist those who have that problem?
 


CapnZapp

Legend
Well I have heard a few times that some DM's can't handle running games past level 8 or so because they don't know how to deal with all the abilities PCs have. Since Level Upped will give PCs more abilities, this issue may become more common. What will be done to assist those who have that problem?
Honestly, I wouldn't expect this product to be geared towards that category of DMs, since it's explicitly and intentionally aimed at the very different set of DMs (and players) who want MORE complexity in their games.

You can't and should not aim to please everyone at the same time, and I'm afraid I don't see the wisdom of catering to your kind of DM this time. Maybe next time.

In the meanwhile I would encourage the DMs you're thinking of to keep playing and learning the game, to stop worrying about doing it wrong or thinking you're not good enough. Chances are, with just a few more adventures under your belt, you might be in the market for this product after all!

Best regards
 

Elondir II

Villager
I want a smoothly progressive epic level system that has no level cap and doesn't feel tacked on like 3e epic and Pathfibder mythic. Make it smooth and nkt jarring between levels 20 and 21.

Psionics in the AD&D 2e style but easier to use.

Fighters that don't suck at high levels.

Multiclassing that doesn't sacrifice spell levels for versatility but is balanced in its own way.

3-Class hybrid classes.

The factotum class from Dungeonscape.

The stuff from Ultimate Campaign adapted to 5e and improved.

Rules for creating new races and classes balanced with the currently available ones.

Magic item creation rules.

Progress level 3 through 10 technology. Maybe multiple cheap paperbacks or a big tome divided into progress levels. Especially cover the Age of Discovery, Napoleon, steampunk, deiselpunk, atompunk, raypunk, cassette futurism, space opera, post-apocalyptic, and cyberpunk.

Time travel rules like the old 2e Chronomancer book.

SimCity (Serf City here we come?).

I would like to be able to easily convert a few of my old favorite characters from previous editions:

An irda ranger 35/mage 30/thief 53 with a spelljammer and some crazy custom epic magic items.
A chronomancer 14 with Gamma World gear.
A half-fey aasimar bard 10/sublime chord 3 specializing on charm and dominate spells, with a changeling artificer 11 as a cohort.
A human preserver 20/psionicist 20/avangion 10.
A feytouched factotum 7.
 



Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
I love so many of these ideas but are they backwards compatible or just completely alternate sets of rules?
Yes was thinking same thing. OP specified all rules would be <- compatible.

Morrus explained in a post from @dnd4vr that the compatibility thing was more in terms of guarantying that a character made with the PHB would still be able to be used in an Level up! game and that the published adventure would still be playable with characters from level up, even if the rules worked differently.

Armor that also adds DR would not change the base game all that much. Any class from the PHB could use armors from A5E without messing with their features or anything. The only thing I can see affecting compatibility is having the heavy-armor wearing NPC/Creatures in the published adventures would not have said DR. But its a little niche problem: either you say that X armor offers Y DR, so if you encounter an enemy with X armor in a published adventure, dont forget to add Y DR, or you say that the DR is only for playable characters.
 

Remove ads

Top