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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Class redesign
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<blockquote data-quote="jmucchiello" data-source="post: 8067278" data-attributes="member: 813"><p>I doubt I can do it justice as the system cut across all aspects of the book. And my memory isn't the best. But...</p><p></p><p>There is a list of spells that all casters pull from. Every spell has an increased and diminished effect that happens when it is cast at one level higher or lower: For example, fireball (not a spell in AU) is 3rd level. The diminished effect might mean it only targets one person when cast as a 2nd level spell. The heightened effect might do more damage when cast as a 4th level spell. You could not learn the spell until 5th level because it is a 3rd level spell, even though there is a 2nd level effect. (Yes, 5E has some of this. But remember I'm talking EVERY spell. Not just the 20% of spells or so in 5E.)</p><p></p><p>All spells had "rarity" Simple, Complex, and unique. They also had a (term forgotten) subtype that divided spells in a way similar to 2nd editions spell spheres for cleric spells. A class granted you access to spells. You might get access to All Simple spells and All Complex Weather spells. Or All Simple and Complex death spells for a narrow set of spells. Feats allows you to learn rarer spells. I'm botching this section, I think.</p><p></p><p>There were spell modifiers that could be used to make all fire spells better. Lading a spell allowed you to cast it using two spell slots to gain an added affect based on the spells "subtype".</p><p></p><p>That is the gist of it and it is a fairly butchered gist. Basically, spells were categorized in like 5 dimensions and access to the spells was based on 2 or more of those categorizations. All spells had multiple effect based on the level they were cast at. He also removed automatic raise dead, fireball, magic missile. A lot of the staple spells were missing or altered in a major way.</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 8067278, member: 813"] I doubt I can do it justice as the system cut across all aspects of the book. And my memory isn't the best. But... There is a list of spells that all casters pull from. Every spell has an increased and diminished effect that happens when it is cast at one level higher or lower: For example, fireball (not a spell in AU) is 3rd level. The diminished effect might mean it only targets one person when cast as a 2nd level spell. The heightened effect might do more damage when cast as a 4th level spell. You could not learn the spell until 5th level because it is a 3rd level spell, even though there is a 2nd level effect. (Yes, 5E has some of this. But remember I'm talking EVERY spell. Not just the 20% of spells or so in 5E.) All spells had "rarity" Simple, Complex, and unique. They also had a (term forgotten) subtype that divided spells in a way similar to 2nd editions spell spheres for cleric spells. A class granted you access to spells. You might get access to All Simple spells and All Complex Weather spells. Or All Simple and Complex death spells for a narrow set of spells. Feats allows you to learn rarer spells. I'm botching this section, I think. There were spell modifiers that could be used to make all fire spells better. Lading a spell allowed you to cast it using two spell slots to gain an added affect based on the spells "subtype". That is the gist of it and it is a fairly butchered gist. Basically, spells were categorized in like 5 dimensions and access to the spells was based on 2 or more of those categorizations. All spells had multiple effect based on the level they were cast at. He also removed automatic raise dead, fireball, magic missile. A lot of the staple spells were missing or altered in a major way. [/QUOTE]
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