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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
I have a ridiculously homebrewed 5E campaign and I’m debating on whether to convert it to A5E
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<blockquote data-quote="MutterBoutASaurus" data-source="post: 8839254" data-attributes="member: 7038812"><p>Hey there, new to the forum! And I’m here with a novel of an opening post ahahaha.</p><p></p><p>I have something of a dilemma that I’ve been mulling over for the past few days and, essentially, getting nowhere with it. I’ve been running a fortnightly campaign that is pretty heavily modified for my needs. I’m a big fan of the Fire Emblem series and, one day, thought that the Path of Radiance and Radiant Dawn stories could make for a very fun tabletop experience. Since 5E is such a simple system and I was getting back into DMing after a long break, it was a no-brainer to pick it as my system of choice to frankenstein for my needs. This has included:</p><ul> <li data-xf-list-type="ul">Custom races, although most are built from cobbling together abilities from other 5E races. All other races are not allowed. This is not a setting with elves and dragonborn - and what races do exist not only tie into the lore, but also the plot of the story.</li> <li data-xf-list-type="ul">No player-available languages other than common. I’ve told my players to just substitute a tool proficiency whenever they would gain a language.</li> <li data-xf-list-type="ul">A system to manage a group of NPCs, which I have been calling Vanguards. To give an incrediblt basic overview of the rules, a player can bring a vanguard along on an adventure and, in turn, a vanguard provides their player with a few benefits. Each provides a small, passive bonus just for being around. But they also give a payer an extra ability (on recharge) they can use in combat as an extra action. Vanguards can also be sent out together on missions, potentially bringing back loot or additional story hooks. <a href="https://drive.google.com/file/d/1pDV3VRFyBNHNzw3Af1AICun7_UwxvCI8/view" target="_blank">Here’s one of my vanguards as an example!</a></li> <li data-xf-list-type="ul">Low magic item availability. This is for two purposes. The first, flavour. There just aren’t a lot of permanent magic items in this setting. Consumables such as potions and scrolls are still abundant, but crafters have struggled to get magical enchantments to “stick”, as it were. <br /> The second is that it provides a bit more of a focus on vanguards as a player resource.There are still magic items around, and my group’s Artificer has made it his mission to become the party craftbot for what few schematics I allow him. I very much want my group to be surprised at any magical goodie being thrown their way.</li> <li data-xf-list-type="ul">Banning of spells that allow for the raising of the dead and for extraplanar travel.</li> <li data-xf-list-type="ul">A severe reduction of monsters, especially intelligent ones. There are no illithid, djinn or yuan-ti, as a quick example. While there are monstrous foes such as elementals and undead, this is just a world where, more often, the real threat is a man with grand ambitions and people willing to follow him.</li> <li data-xf-list-type="ul">A lot of junk lore attempting to fit this anime-video-game-shaped square peg into this dnd-shaped square hole.</li> </ul><p>And it has resulted in an enjoyable campaign! As far as I’m aware anyway, my group can be frustratingly hard to get feedback from at times, hah. </p><p></p><p>I was introduced to A5E through the Dungeon Delver’s Guidebook kickstarter, although I only recently picked up the core books thanks to the Bundle of Holding package. And I really like what I’ve read of it! I’ve already brought in some of the rules that fit my setting. Strife and Fatigue are significantly more interesting than exhaustion, my aforementioned artificer player is incredibly thankful for the less vague crafting ruleset and the A5E encounter building tables make my job infinitely easier.</p><p>My group is going on break for the next month and bit - a lot of people are going to be busy for the holidays. I’ve decided to use this time to polish up and consolidate all the little additions and changes to the rules that have happened over the course of the year of playing. Redraw some maps, do a little planning or the next part of the adventure, that sort of thing.</p><p></p><p>Which brings me to the topic at hand. I’m already rolling in a few A5E rules to my game. Should I just bite the bullet and convert the whole campaign to the system?</p><p></p><p>This is probably the only good chance for me to do so. My group is at level 5, so any character rebuilding they may need to do wouldn’t be too much work. But I have some reservations that I wouldn’t mind some outside feedback on, especially from people more familiar with the system than I. Here are my main concerns.</p><ul> <li data-xf-list-type="ul">Reworking my custom races into heritages and, to a lesser extent, culture and background. While I can easily just use the stats for humans for one of the races, the other 3-ish will require a lot more custom work. Gifts and Paragon traits especially intimidate me.</li> </ul><p>I am aware that I could just ignore A5E’s character origins and tell my players to just stick with their 5E Race, but doing so feels a bit lame. I do really like how A5E handles this part of character creation and, given how limited my roster of available races is, I think that the addition of culture and background would make for a needed breath of variety.</p><ul> <li data-xf-list-type="ul">Vanguards not meshing well in with some of A5E’s systems. Specifically Followers, but I’m also worried about them feeling a little bloated alongside the combat manoeuvres. These NPCs are an important part of my campaign - a big part of the story and campaign-feel is of my players making allies and those allies assisting them in meaningful and exciting ways. (Also, I’m just a little bit pleased with how I’ve managed to cobble together this system. According to another of my players, I’ve done the unimaginable and made an NPC-heavy campaign that is actually enjoyable.)</li> </ul><p>My initial thought is to just not bother with the followers, but I know they’re part of the Marshal kit. My initial thought is, if we ever get a Marshal in the group, to allow them to apply a follower bonus to one of the existing vanguards. Or something, it feels clunky.</p><p></p><p>So yeah! Thank you in advance for reading through this, I know it’s a lot. I’d love to hear some additional thoughts and constructive dialogue.</p></blockquote><p></p>
[QUOTE="MutterBoutASaurus, post: 8839254, member: 7038812"] Hey there, new to the forum! And I’m here with a novel of an opening post ahahaha. I have something of a dilemma that I’ve been mulling over for the past few days and, essentially, getting nowhere with it. I’ve been running a fortnightly campaign that is pretty heavily modified for my needs. I’m a big fan of the Fire Emblem series and, one day, thought that the Path of Radiance and Radiant Dawn stories could make for a very fun tabletop experience. Since 5E is such a simple system and I was getting back into DMing after a long break, it was a no-brainer to pick it as my system of choice to frankenstein for my needs. This has included: [LIST] [*]Custom races, although most are built from cobbling together abilities from other 5E races. All other races are not allowed. This is not a setting with elves and dragonborn - and what races do exist not only tie into the lore, but also the plot of the story. [*]No player-available languages other than common. I’ve told my players to just substitute a tool proficiency whenever they would gain a language. [*]A system to manage a group of NPCs, which I have been calling Vanguards. To give an incrediblt basic overview of the rules, a player can bring a vanguard along on an adventure and, in turn, a vanguard provides their player with a few benefits. Each provides a small, passive bonus just for being around. But they also give a payer an extra ability (on recharge) they can use in combat as an extra action. Vanguards can also be sent out together on missions, potentially bringing back loot or additional story hooks. [URL='https://drive.google.com/file/d/1pDV3VRFyBNHNzw3Af1AICun7_UwxvCI8/view']Here’s one of my vanguards as an example![/URL] [*]Low magic item availability. This is for two purposes. The first, flavour. There just aren’t a lot of permanent magic items in this setting. Consumables such as potions and scrolls are still abundant, but crafters have struggled to get magical enchantments to “stick”, as it were. The second is that it provides a bit more of a focus on vanguards as a player resource.There are still magic items around, and my group’s Artificer has made it his mission to become the party craftbot for what few schematics I allow him. I very much want my group to be surprised at any magical goodie being thrown their way. [*]Banning of spells that allow for the raising of the dead and for extraplanar travel. [*]A severe reduction of monsters, especially intelligent ones. There are no illithid, djinn or yuan-ti, as a quick example. While there are monstrous foes such as elementals and undead, this is just a world where, more often, the real threat is a man with grand ambitions and people willing to follow him. [*]A lot of junk lore attempting to fit this anime-video-game-shaped square peg into this dnd-shaped square hole. [/LIST] And it has resulted in an enjoyable campaign! As far as I’m aware anyway, my group can be frustratingly hard to get feedback from at times, hah. I was introduced to A5E through the Dungeon Delver’s Guidebook kickstarter, although I only recently picked up the core books thanks to the Bundle of Holding package. And I really like what I’ve read of it! I’ve already brought in some of the rules that fit my setting. Strife and Fatigue are significantly more interesting than exhaustion, my aforementioned artificer player is incredibly thankful for the less vague crafting ruleset and the A5E encounter building tables make my job infinitely easier. My group is going on break for the next month and bit - a lot of people are going to be busy for the holidays. I’ve decided to use this time to polish up and consolidate all the little additions and changes to the rules that have happened over the course of the year of playing. Redraw some maps, do a little planning or the next part of the adventure, that sort of thing. Which brings me to the topic at hand. I’m already rolling in a few A5E rules to my game. Should I just bite the bullet and convert the whole campaign to the system? This is probably the only good chance for me to do so. My group is at level 5, so any character rebuilding they may need to do wouldn’t be too much work. But I have some reservations that I wouldn’t mind some outside feedback on, especially from people more familiar with the system than I. Here are my main concerns. [LIST] [*]Reworking my custom races into heritages and, to a lesser extent, culture and background. While I can easily just use the stats for humans for one of the races, the other 3-ish will require a lot more custom work. Gifts and Paragon traits especially intimidate me. [/LIST] I am aware that I could just ignore A5E’s character origins and tell my players to just stick with their 5E Race, but doing so feels a bit lame. I do really like how A5E handles this part of character creation and, given how limited my roster of available races is, I think that the addition of culture and background would make for a needed breath of variety. [LIST] [*]Vanguards not meshing well in with some of A5E’s systems. Specifically Followers, but I’m also worried about them feeling a little bloated alongside the combat manoeuvres. These NPCs are an important part of my campaign - a big part of the story and campaign-feel is of my players making allies and those allies assisting them in meaningful and exciting ways. (Also, I’m just a little bit pleased with how I’ve managed to cobble together this system. According to another of my players, I’ve done the unimaginable and made an NPC-heavy campaign that is actually enjoyable.) [/LIST] My initial thought is to just not bother with the followers, but I know they’re part of the Marshal kit. My initial thought is, if we ever get a Marshal in the group, to allow them to apply a follower bonus to one of the existing vanguards. Or something, it feels clunky. So yeah! Thank you in advance for reading through this, I know it’s a lot. I’d love to hear some additional thoughts and constructive dialogue. [/QUOTE]
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I have a ridiculously homebrewed 5E campaign and I’m debating on whether to convert it to A5E
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