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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Curious about the differences in maneuvers known and degrees gained for different classes
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<blockquote data-quote="lichmaster" data-source="post: 8951794" data-attributes="member: 6683330"><p>Ok, yesterday I was more busy then expected, but I managed to create this pair of tables</p><p>[MEDIA=googlesheets]1iCamS_EpzwEy7vZYDlUNy303y0jfZ7-cTyKtY3_lBCI[/MEDIA]</p><p></p><p>These tables were generated starting from the ones posted by OP since it was easier for me, I didn't check they are exact but any inconsistency can easily be fixed. This could be an interesting project, btw.</p><p></p><p><strong>General part</strong></p><p>Basically I created 3 different progressions: full (fighters and marshals), half (adepts, berserkers and rangers) and 1/3rd (heralds and rogues).</p><p>As you can see in terms of max maneuver degree, half is identical to full but it just delays the increase of max degree by 1 level. 1/3rd instead is more inconsistent, because degree 2 and 4 maneuvers are delayed by 2 levels wrt half progression, but 3rd degree maneuvers are delayed by 4, so that when a ranger gets 4th degree maneuvers a herald gains access to 3rd degree maneuvers. This asymmetry irks me to the point where I'd rewrite the 1/3rd progression so that degree increase happens 2 levels after the half progression, but I'll need to check if this change negatively interacts with known maneuvers.</p><p></p><p>Regarding known maneuvers, we have also 3 progressions. The the neat ones are for full, where they get a new maneuver every odd level, and the 1/3rd, where we get a new maneuver every 3 levels. Half progression would be like full delayed by 1 level, except that we have a skip at level 12. This also irks me, so I'll think of a house rule to make it more consistent</p><p></p><p><strong>Class Specific Part</strong></p><p>Once the progressions are estabilished, there's just a few adjustments needed to match core LU rules.</p><p></p><p>Max maneuver degree</p><p>Fighters: at level 1 they get access to 1st level maneuvers</p><p>Adepts: at level 4 they get access to 2nd level maneuvers. At level 8 they get access to 3rh degree maneuvers</p><p>Berserkers: at level 12 they get access to 4th degree maneuvers</p><p></p><p>Known maneuvers</p><p></p><p>Fighters: they get A LOT of maneuvers. Not super happy with how complicated this entry of table is, so maybe it makes sense to just use the original table for them</p><p>Berserkers/Rangers: they gain one additional maneuver wrt the progression when the table specifies so. This "+1s" are not cumulative. Simply put, at every level you check their known maneuvers progression table and if at that level a "+1" is specified, they gain an additional maneuver, otherwise they don't. The effect of this is simply to speed up the progression. Edit: this could be simplified by just giving 1 extra known maneuver at level 5. They will know 1 more maneuver than RAW at level 20, but the solution is so much simpler that who cares..</p><p></p><p>Let me know what you think</p></blockquote><p></p>
[QUOTE="lichmaster, post: 8951794, member: 6683330"] Ok, yesterday I was more busy then expected, but I managed to create this pair of tables [MEDIA=googlesheets]1iCamS_EpzwEy7vZYDlUNy303y0jfZ7-cTyKtY3_lBCI[/MEDIA] These tables were generated starting from the ones posted by OP since it was easier for me, I didn't check they are exact but any inconsistency can easily be fixed. This could be an interesting project, btw. [B]General part[/B] Basically I created 3 different progressions: full (fighters and marshals), half (adepts, berserkers and rangers) and 1/3rd (heralds and rogues). As you can see in terms of max maneuver degree, half is identical to full but it just delays the increase of max degree by 1 level. 1/3rd instead is more inconsistent, because degree 2 and 4 maneuvers are delayed by 2 levels wrt half progression, but 3rd degree maneuvers are delayed by 4, so that when a ranger gets 4th degree maneuvers a herald gains access to 3rd degree maneuvers. This asymmetry irks me to the point where I'd rewrite the 1/3rd progression so that degree increase happens 2 levels after the half progression, but I'll need to check if this change negatively interacts with known maneuvers. Regarding known maneuvers, we have also 3 progressions. The the neat ones are for full, where they get a new maneuver every odd level, and the 1/3rd, where we get a new maneuver every 3 levels. Half progression would be like full delayed by 1 level, except that we have a skip at level 12. This also irks me, so I'll think of a house rule to make it more consistent [B]Class Specific Part[/B] Once the progressions are estabilished, there's just a few adjustments needed to match core LU rules. Max maneuver degree Fighters: at level 1 they get access to 1st level maneuvers Adepts: at level 4 they get access to 2nd level maneuvers. At level 8 they get access to 3rh degree maneuvers Berserkers: at level 12 they get access to 4th degree maneuvers Known maneuvers Fighters: they get A LOT of maneuvers. Not super happy with how complicated this entry of table is, so maybe it makes sense to just use the original table for them Berserkers/Rangers: they gain one additional maneuver wrt the progression when the table specifies so. This "+1s" are not cumulative. Simply put, at every level you check their known maneuvers progression table and if at that level a "+1" is specified, they gain an additional maneuver, otherwise they don't. The effect of this is simply to speed up the progression. Edit: this could be simplified by just giving 1 extra known maneuver at level 5. They will know 1 more maneuver than RAW at level 20, but the solution is so much simpler that who cares.. Let me know what you think [/QUOTE]
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Curious about the differences in maneuvers known and degrees gained for different classes
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