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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Class redesign
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8062209" data-attributes="member: 6871653"><p>I think you are off to a good start.</p><p></p><p>I would add:</p><ul> <li data-xf-list-type="ul">Gain subclasses at level 1 for every class.</li> <li data-xf-list-type="ul">Remove ASI from the class progression to give more design space for meaningful feature.</li> <li data-xf-list-type="ul">I'd consider having classes only spread over 10 level instead of 20, to avoid having to create 2-3 choice per level/per class all while keeping them meaningful and balanced. But its maybe to far-removed from 5e?</li> <li data-xf-list-type="ul">Classes should interact in meaningful and fun way with the subsystems, not override them. EX: the ranger features that makes journey automatic successes.</li> <li data-xf-list-type="ul">If A5E offers new subsystems, classes should have a way to interact with them without being penalised if a DM do not use said subsystems. EX: stronghold rules.</li> <li data-xf-list-type="ul">Capstones should be strong an on par with what the other classes can do at the same level. EX: A 4th attack for fighter is pretty strong, a probably better than the Wizard capstone, yet you have to keep in mind that a wizard is already casting Wish and Meteor at that level.</li> <li data-xf-list-type="ul">Capstones should be interesting for every archetypes. EX: The druid capstones (and general high level abilities) are really focused on wildshape, which only one one of the PHB's archetype makes full use of.</li> <li data-xf-list-type="ul">High level abilities should be meaningful at the level they are gained. EX: gaining a bonus against beast and plants at 14th level, when there's few chance you'll encounter those creatures and be challenged by them, is a little meaningless.</li> </ul></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8062209, member: 6871653"] I think you are off to a good start. I would add: [LIST] [*]Gain subclasses at level 1 for every class. [*]Remove ASI from the class progression to give more design space for meaningful feature. [*]I'd consider having classes only spread over 10 level instead of 20, to avoid having to create 2-3 choice per level/per class all while keeping them meaningful and balanced. But its maybe to far-removed from 5e? [*]Classes should interact in meaningful and fun way with the subsystems, not override them. EX: the ranger features that makes journey automatic successes. [*]If A5E offers new subsystems, classes should have a way to interact with them without being penalised if a DM do not use said subsystems. EX: stronghold rules. [*]Capstones should be strong an on par with what the other classes can do at the same level. EX: A 4th attack for fighter is pretty strong, a probably better than the Wizard capstone, yet you have to keep in mind that a wizard is already casting Wish and Meteor at that level. [*]Capstones should be interesting for every archetypes. EX: The druid capstones (and general high level abilities) are really focused on wildshape, which only one one of the PHB's archetype makes full use of. [*]High level abilities should be meaningful at the level they are gained. EX: gaining a bonus against beast and plants at 14th level, when there's few chance you'll encounter those creatures and be challenged by them, is a little meaningless. [/LIST] [/QUOTE]
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Class redesign
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