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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
#1 Origins Playtest Document - (Heritage) Nitty Gritty Feedback
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<blockquote data-quote="JiffyPopTart" data-source="post: 8083248" data-attributes="member: 4881"><p>I know my table pretty well. At my table the gnome player would add the +1AC to their base number written on the character sheet (like we do with the shield) and never remember to subtract it in the rare time that the party faced small foes. Only the GM, remembering they are a gnome and calling them out) would remind them to do so.</p><p></p><p>We did do this kind of "going through the list of modifiers and accounting for all of them" gameplay in 3e and 4e, but once we have settled into the simpler 5e game we jettisoned this as a mindset and are much more freeform with working with advantage/disadvantage.</p><p></p><p>This is getting back to the design goals of Level Up, though, and how close or far the final product is pictured to be from base 5e. I realize is at the very beginning of the design phase, but I am hoping that it finds a way to add complexity and options to 5e in a way that somehow still feels like it's 5e. If mini-conditional-modifiers start creeping into the base game design then it will feel more like a 3e/5e hybrid game. That's fine if that is the goal, but its maybe not the direction i'd be captaining the ship.</p><p></p><p>And yes, maybe this might turn out to be one of very few introduced into Level-Up, but it is what jumped out at me in a 5 minute skim through.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 8083248, member: 4881"] I know my table pretty well. At my table the gnome player would add the +1AC to their base number written on the character sheet (like we do with the shield) and never remember to subtract it in the rare time that the party faced small foes. Only the GM, remembering they are a gnome and calling them out) would remind them to do so. We did do this kind of "going through the list of modifiers and accounting for all of them" gameplay in 3e and 4e, but once we have settled into the simpler 5e game we jettisoned this as a mindset and are much more freeform with working with advantage/disadvantage. This is getting back to the design goals of Level Up, though, and how close or far the final product is pictured to be from base 5e. I realize is at the very beginning of the design phase, but I am hoping that it finds a way to add complexity and options to 5e in a way that somehow still feels like it's 5e. If mini-conditional-modifiers start creeping into the base game design then it will feel more like a 3e/5e hybrid game. That's fine if that is the goal, but its maybe not the direction i'd be captaining the ship. And yes, maybe this might turn out to be one of very few introduced into Level-Up, but it is what jumped out at me in a 5 minute skim through. [/QUOTE]
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#1 Origins Playtest Document - (Heritage) Nitty Gritty Feedback
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