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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
A5E First Impressions
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<blockquote data-quote="Piperken" data-source="post: 9612589" data-attributes="member: 7047091"><p>I recall now you had a number of threads where you debriefed what challenges you had with this table afterwards. I think trying to work with something you already have on hand (A5E) for now is prudent.</p><p></p><p></p><p></p><p>I think they picked good classes based on how you described your table!</p><p></p><p>As a courtesy, the Savant class as I understand was a ported class; before that player gets too deep into it, you may want to look ahead to see if there are any questions you need clarified. (It's fun!)</p><p></p><p></p><p></p><p>There will be hits and misses with this. Freeing skills from attributes will allow for more creativity to spontaneously happen; chase rules are one example.</p><p></p><p></p><p></p><p>Destinies are a bit like <strong>Dark Secret</strong> in <em>Vaesen</em>; I'd employ them like you did just here; can they genuinely come up with a sound, fictive reason why the experience of being in this particular museum might become a source of Inspiration. This gives them an opportunity to devise something meaningful.</p><p></p><p>Some destinies as constructed are easier to trigger than others, in fairness.</p><p></p><p></p><p></p><p>Yes, that's true.</p></blockquote><p></p>
[QUOTE="Piperken, post: 9612589, member: 7047091"] I recall now you had a number of threads where you debriefed what challenges you had with this table afterwards. I think trying to work with something you already have on hand (A5E) for now is prudent. I think they picked good classes based on how you described your table! As a courtesy, the Savant class as I understand was a ported class; before that player gets too deep into it, you may want to look ahead to see if there are any questions you need clarified. (It's fun!) There will be hits and misses with this. Freeing skills from attributes will allow for more creativity to spontaneously happen; chase rules are one example. Destinies are a bit like [B]Dark Secret[/B] in [I]Vaesen[/I]; I'd employ them like you did just here; can they genuinely come up with a sound, fictive reason why the experience of being in this particular museum might become a source of Inspiration. This gives them an opportunity to devise something meaningful. Some destinies as constructed are easier to trigger than others, in fairness. Yes, that's true. [/QUOTE]
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A5E First Impressions
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