Hello,
I want this to serve as an introduction post (hi!) as well as an effort to contribute a little more feed back on A5E, with less focus on the mechanics/game design aspects and more on the experience/interactions it has had with 5E (2014) as I've been implementing it into the game table I've been running.
Relevant background:
First, I want to say thank you to everyone who has or is currently contributing to the refinement of this system. While I understand from reading, there exists a constellation of 5E D&D adjacent systems that one can select from in the past few years; as someone who owns all three of the core system books in hardcover, there is a lot of content. It is immensely appreciated, especially seeing the thought that each contributor tried in incorporating new subsystems to address concerns in an effort to improve what the community and they, felt was lacking.
I also must praise those who put together and update the A5E tools site as well; it has been surprisingly easy to use and navigate, even if some may feel the UI plain. Please continue to maintain this!
Regarding table context:
What's worked well:
I use nearly all of Monstrous Menagerie, including changed statistic blocks, treasure ideas, and adjusted CR tables for planning purposes. I appreciate the decisions that were made in terms of how to present the new information as well as layout, while maintaining the same feel of the more familiar Monster Manual. The players have enjoyed the flavor details provided with each entry, including the opportunity for their character to recall to the table particular aspects about the creature/beings in question. I've limited monsters' use of A5E combat manuevers mostly to the standard 5E ones, as the players are still navigating how 5th edition handles combat.
From Trials & Treasures, homebrewing journeys has been a delight from my perspective; for this I must highlight how the material was organized in the book as well as the thought that was placed in the systems for the individual activities-- they function like minigames in video games. It potentially gives everyone something to do. The party likely will undertake some short, two to three day overland journeys in the near future? With short term travel, I doubt we will run into the discussion I have read that the system mechanics may offer too many avenues to obtain Supply? But the players will be in charge of using the mechanic and planning around for it.
It's also worth calling attention that the table enjoyed the Rooftop Run mechanics as presented in the exploration challenges: it was an abbreviated version; five successes as supposed to ten, chasing tuns and barrels that had tipped from a cart, while the party waited outside Waterdeep to be admitted into the city. They clearly liked devising clever or over-the-top (for comedic effect) reasons for employing the particular skill checks, and implicitly understood the benefits/penalities of "yes, and," "yes, but," "no, and" etc. Engagement with this system was high for what was intended as a dramatic interlude.
In terms of the Adventurers Guide, I've mainly implemented the Fatigue and Strife rules. The table hadn't been exposed to the rules used in D&D (2014) in their club play; even so, it did take a couple of sessions for them to grasp how interacting with these rules requires them to be more prudent when and how they decide to rest, and when given circumstances, it may be better to seek a different avenue besides fighting. When these systems come up, I feel they will be comfortable with them.
Besides Fatigue and Strife, I've also implemented the other Conditions in the Guide as well, and introduced some of the Guide rules regarding actions in combat, criticals, death, etc.
For the time being, the players will use the class/subclass/advancement rules listed in D&D (2014) for their characters; however I have been introducing npc's to them using the origin/archetypes from the Guide as well as from A5E tools, mostly as a way for me to obtain a deeper understanding behind the class designs.
It's been a pleasure converting the character, Kim Kitsuragi from Disco Elysium, into a Savant (Detective) the table will meet eventually! Aesthetically I've found this archetype to be on point and have loved reading the background/flavors for each of the tricks, abilities etc. Carefully picking which ones would best represent the kind of character Kim is has been great. I think he'll be a joy to present and play. It bears mentioning however though he is not at a high level, there's quite a number of different abilities to be mindful of. :3
I want this to serve as an introduction post (hi!) as well as an effort to contribute a little more feed back on A5E, with less focus on the mechanics/game design aspects and more on the experience/interactions it has had with 5E (2014) as I've been implementing it into the game table I've been running.
Relevant background:
- Began play in D&D w/ AD&D (player)
- TTRPG play wasn't continuous; main period was primarily university
- Systems played/Storyteller/DM besides D&D -- Traveller, Shadowrun, Warhammer Fantasy RP, World of Darkness
- Aesthetics: While I appreciate some crunchiness, I lean strongly towards the narrative aspects in rpgs, both when I play as well as run tables
First, I want to say thank you to everyone who has or is currently contributing to the refinement of this system. While I understand from reading, there exists a constellation of 5E D&D adjacent systems that one can select from in the past few years; as someone who owns all three of the core system books in hardcover, there is a lot of content. It is immensely appreciated, especially seeing the thought that each contributor tried in incorporating new subsystems to address concerns in an effort to improve what the community and they, felt was lacking.
I also must praise those who put together and update the A5E tools site as well; it has been surprisingly easy to use and navigate, even if some may feel the UI plain. Please continue to maintain this!
Regarding table context:
- Four players (middle school/secondary school age)
- New to rpgs, as well as D&D (2014) system: all < 15 game sessions, of which 50% has been club play at school and rest with me
- Now beginning Waterdeep: DH (based on Alexandrian remix, w/ homebrew as needed to smooth out the table's experience based on decisions they undertake), set in Forgotten Realms
- Primarily using D&D (2014) for player classes/choices in advancement, combat, etc. The party is currently 2nd-3rd level
What's worked well:
I use nearly all of Monstrous Menagerie, including changed statistic blocks, treasure ideas, and adjusted CR tables for planning purposes. I appreciate the decisions that were made in terms of how to present the new information as well as layout, while maintaining the same feel of the more familiar Monster Manual. The players have enjoyed the flavor details provided with each entry, including the opportunity for their character to recall to the table particular aspects about the creature/beings in question. I've limited monsters' use of A5E combat manuevers mostly to the standard 5E ones, as the players are still navigating how 5th edition handles combat.
From Trials & Treasures, homebrewing journeys has been a delight from my perspective; for this I must highlight how the material was organized in the book as well as the thought that was placed in the systems for the individual activities-- they function like minigames in video games. It potentially gives everyone something to do. The party likely will undertake some short, two to three day overland journeys in the near future? With short term travel, I doubt we will run into the discussion I have read that the system mechanics may offer too many avenues to obtain Supply? But the players will be in charge of using the mechanic and planning around for it.
It's also worth calling attention that the table enjoyed the Rooftop Run mechanics as presented in the exploration challenges: it was an abbreviated version; five successes as supposed to ten, chasing tuns and barrels that had tipped from a cart, while the party waited outside Waterdeep to be admitted into the city. They clearly liked devising clever or over-the-top (for comedic effect) reasons for employing the particular skill checks, and implicitly understood the benefits/penalities of "yes, and," "yes, but," "no, and" etc. Engagement with this system was high for what was intended as a dramatic interlude.
In terms of the Adventurers Guide, I've mainly implemented the Fatigue and Strife rules. The table hadn't been exposed to the rules used in D&D (2014) in their club play; even so, it did take a couple of sessions for them to grasp how interacting with these rules requires them to be more prudent when and how they decide to rest, and when given circumstances, it may be better to seek a different avenue besides fighting. When these systems come up, I feel they will be comfortable with them.
Besides Fatigue and Strife, I've also implemented the other Conditions in the Guide as well, and introduced some of the Guide rules regarding actions in combat, criticals, death, etc.
For the time being, the players will use the class/subclass/advancement rules listed in D&D (2014) for their characters; however I have been introducing npc's to them using the origin/archetypes from the Guide as well as from A5E tools, mostly as a way for me to obtain a deeper understanding behind the class designs.
It's been a pleasure converting the character, Kim Kitsuragi from Disco Elysium, into a Savant (Detective) the table will meet eventually! Aesthetically I've found this archetype to be on point and have loved reading the background/flavors for each of the tricks, abilities etc. Carefully picking which ones would best represent the kind of character Kim is has been great. I think he'll be a joy to present and play. It bears mentioning however though he is not at a high level, there's quite a number of different abilities to be mindful of. :3
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