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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
A 'State of Level Up' Address!
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<blockquote data-quote="TheOneGargoyle" data-source="post: 8162890" data-attributes="member: 6924207"><p>3 months ? You've done 9 playtests with surveys, art and graphic layouts, and a bunch of misc titbits in 3 months ? Well, colour me impressed, that's a lot in a small time window, kudos !</p><p></p><p>That layout preview looks polished and professional, I really like it. (GG graphic designer!)</p><p></p><p>Apparently I missed the voting for the RPG for 2021, sorry about that. I'll have to put the word out via other channels :-\</p><p></p><p>I really like the sound of some of the dot point snippets (quick-bites you called them), including the critical hits, ongoing damage, doomed condition, initiative options, world actions etc.</p><p></p><p>I'm not so sure of some of the other snippets, like travel supplies, strongholds, followers etc, but will evaluate more when we get more complete context on them.</p><p></p><p>From the skills blog, I'm not seeing the value of an engineering skill, unless someone is playing an engineer type char concept (& then couldn't you do that via class / sub-class abilities?) I can't imagine this seeing much use ... maybe in a large scale military campaign where people make siege engines ? Do we really need to add this as a skill ?</p><p></p><p>Local Knowledge could be a useful addition I suppose, but how would it work ? Would you have to designate which area you have knowledge of ? Take it multiple times for different areas ? Again, is there a big demand / gap in the game that this skill would fill ?</p><p></p><p>Skill Specialties are great, I've loved them in just about every game I've played that had them. It's interesting how you're proposing to have a number equal to your proficiency modifier plus your intelligence modifier, I like that. Gives more of a reason to have Int which is a pretty under-utilized stat. Plus it hearkens back to the good ole days of editions where Int gave you skill points and languages and so on. Also great that the specialties can vary from setting to setting, I think this is a really elegant way of handling those world differences.</p><p></p><p>Interesting idea about the expertise dice and them scaling up. What about similar mechanics from other effects like Guidance ? Would they stack as they're different / separate or combine to scale up the die also ?</p><p></p><p>From the magic blog, I love the new write-up of spell descriptions ! Will take up more room but it's SOOOOO clear and and useful ! I also love the expansion of the schools, that's great. The spell stats and components are excellent too.</p><p></p><p>At first blush I absolutely adore the idea of Rare spells. It seems like one of those strokes of genius that when you look back you wonder why it was never there before, like it always should've been there. Having said that .... once I think about it some more ... it might need to be carefully managed as it might be opening up a huge can of worms ! Unintended synergies might break game balance, not to mention what happens when players start asking how rare versions of spells are made, and can they make them ? And if not, why not ? I just think this might be one of those "tread carefully, here be dragons" things ....</p><p></p><p>What's the rationale behind lowering fireballs damage ? Is to undo the WotC "buff to ensure iconic spell is awesome" ? Or is it so that you can have rare versions which do the original dmg like the one listed there ? Again, my yardstick would be: do we need this change ? Does it make it a better game ? Is the improvement in the game worth having it be different and making the change for ? I'm not convinced it's worth it really ...</p><p></p><p>Thanks for the "State of Level Up Address" post, it's a really nice summary and gives a great idea of what you've been up to and where things are at (and it's a lot!). Great job <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="TheOneGargoyle, post: 8162890, member: 6924207"] 3 months ? You've done 9 playtests with surveys, art and graphic layouts, and a bunch of misc titbits in 3 months ? Well, colour me impressed, that's a lot in a small time window, kudos ! That layout preview looks polished and professional, I really like it. (GG graphic designer!) Apparently I missed the voting for the RPG for 2021, sorry about that. I'll have to put the word out via other channels :-\ I really like the sound of some of the dot point snippets (quick-bites you called them), including the critical hits, ongoing damage, doomed condition, initiative options, world actions etc. I'm not so sure of some of the other snippets, like travel supplies, strongholds, followers etc, but will evaluate more when we get more complete context on them. From the skills blog, I'm not seeing the value of an engineering skill, unless someone is playing an engineer type char concept (& then couldn't you do that via class / sub-class abilities?) I can't imagine this seeing much use ... maybe in a large scale military campaign where people make siege engines ? Do we really need to add this as a skill ? Local Knowledge could be a useful addition I suppose, but how would it work ? Would you have to designate which area you have knowledge of ? Take it multiple times for different areas ? Again, is there a big demand / gap in the game that this skill would fill ? Skill Specialties are great, I've loved them in just about every game I've played that had them. It's interesting how you're proposing to have a number equal to your proficiency modifier plus your intelligence modifier, I like that. Gives more of a reason to have Int which is a pretty under-utilized stat. Plus it hearkens back to the good ole days of editions where Int gave you skill points and languages and so on. Also great that the specialties can vary from setting to setting, I think this is a really elegant way of handling those world differences. Interesting idea about the expertise dice and them scaling up. What about similar mechanics from other effects like Guidance ? Would they stack as they're different / separate or combine to scale up the die also ? From the magic blog, I love the new write-up of spell descriptions ! Will take up more room but it's SOOOOO clear and and useful ! I also love the expansion of the schools, that's great. The spell stats and components are excellent too. At first blush I absolutely adore the idea of Rare spells. It seems like one of those strokes of genius that when you look back you wonder why it was never there before, like it always should've been there. Having said that .... once I think about it some more ... it might need to be carefully managed as it might be opening up a huge can of worms ! Unintended synergies might break game balance, not to mention what happens when players start asking how rare versions of spells are made, and can they make them ? And if not, why not ? I just think this might be one of those "tread carefully, here be dragons" things .... What's the rationale behind lowering fireballs damage ? Is to undo the WotC "buff to ensure iconic spell is awesome" ? Or is it so that you can have rare versions which do the original dmg like the one listed there ? Again, my yardstick would be: do we need this change ? Does it make it a better game ? Is the improvement in the game worth having it be different and making the change for ? I'm not convinced it's worth it really ... Thanks for the "State of Level Up Address" post, it's a really nice summary and gives a great idea of what you've been up to and where things are at (and it's a lot!). Great job :) [/QUOTE]
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