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Level Up (A5E) Fighter playtest comes this weekend


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tetrasodium

Hero
Supporter
Glad to see the extra ASI feature's gone! Its a great opportunity to give something flavorful to enhance and explore the fighter's theme.
All the new stuff makes me excited just by the names, but the "Martial Lore" sounds interesting too Also note the Knacks & Maneuver level scaling. Wonder what the difference between knacks & maneuvers are.
 

Morrus

Well, that was fun
Staff member
All the new stuff makes me excited just by the names, but the "Martial Lore" sounds interesting too Also note the Knacks & Maneuver level scaling. Wonder what the difference between knacks & maneuvers are.
An exploration knack is an exploration pillar ability. All classes get a choice of some exploration knacks (tailored to the class).

A maneuver is a combat ability. Not all classes get a choice of some maneuvers, but several do.

(At present; the playtest will determine if the format survives!)
 


Charwoman Gene

Adventurer
Supporter
Is the idea to make this mostly compatible with 5e, like 5e Fighter archetypes work with Level Up archetypes? The Race stuff looked pretty pug and play with races as a whole.
 

Morrus

Well, that was fun
Staff member
Is the idea to make this mostly compatible with 5e, like 5e Fighter archetypes work with Level Up archetypes? The Race stuff looked pretty pug and play with races as a whole.
The entire game is going to be 100% 5E backwards compatible. You can use our Level Up classes and heritages alongside 5E’s classes and races.
 

Obviously I don't know how you're doing the classes, but from here it looks like you end up with a lot of maneuvers. I have to hope that they're all usable and interesting at all levels and fighters don't end up with a list of abilities they don't use often.
 

TheSword

Legend
Supporter
Maneuvers from the get go for all fighters is potentially great.

The name for exploration talents is a kick in the knack-ers.
 

Morrus

Well, that was fun
Staff member
I have to hope that they're all usable and interesting at all levels and fighters don't end up with a list of abilities they don't use often.
Oh heck. And we assumed that everybody was hoping that they were all unusable and uninteresting, and that fighters would end up with a list of abilities they don't use often! Back to the drawing board then....
 

Oh heck. And we assumed that everybody was hoping that they were all unusable and uninteresting, and that fighters would end up with a list of abilities they don't use often! Back to the drawing board then....
Ha-ha. I hope you don't think I'm being insulting or anything like that. But when you get large lists of options, there are always going to be options that look cool but are very niche and rarely end up getting used (for instance: the twenty bazillion feats in 3.x). And getting seven maneuvers by 10th level seems like a lot, especially when you have other class and archetype abilities as well. Compare to the maximum of nine maneuvers Battlemasters get currently, or an Artificer's twelve infusions, or a Warlock's eight invocations.

So I hope you can forgive me for being a bit wary. Since I liked most of what was done with the ancestries, I'm sure that I'll like these maneuvers as well.
 


Morrus

Well, that was fun
Staff member
In other news the fighter playtest is now set to automatically go live at 6am my time. And with that I'm off to bed! Keep an eye on the levelup5e.com website!
 


COMING SOON: 5 Plug-In Settlements for your 5E Game

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