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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Is Level Up: Advanced 5th Edition compatible with D&D 5E?
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<blockquote data-quote="Sword of Spirit" data-source="post: 8454809" data-attributes="member: 6677017"><p>One thing I'm interested in (which can probably be better examined when we've all had time to digest the rules more) is what tweaks can be made to O5e classes to make them more comparable to A5e classes. (For those who wonder why I would care to do so, I'll explain at the end of the post).</p><p></p><p>I haven't done the math and gone over it with a fine toothed comb, but my first impressions are:</p><p>1. Some A5e classes are about equal to O5e classes in combat performance (I'd guess Fighter and Adept fall in that category).</p><p>2. Some A5e classes are better than O5e classes even in combat performance (someone gave the example of the Wizard and I think Sorcerers and Warlocks are even more so).</p><p>3. All A5e classes are better than O5e classes in non-combat pillar participation. (Since this was, you know, an important design goal, that's as it should be, lol.)</p><p></p><p>Now we get to my hypothetical house rules. Again, without having thoroughly read them, it looks like for most of the A5e classes, you could give their respective "Knacks" to O5e classes, and the O5e classes would still not become better than the A5e classes. (Rangers and Rogues are the ones I think this could most likely actually be a problem for.) Now, if you give the O5e classes the Knacks from A5e, and some of those classes are <em>still</em> inferior to A5e classes, then that gets trickier.</p><p></p><p>What I'm looking into is whether it might be balanced to say that an O5e class can either get the "knacks" from A5e, OR a free ASI/Feat at 1st-level. Again, I don't expect everyone to have a firm grasp on how balanced that would be at this point, but thoughts and feedback would be appreciated.</p><p></p><p>As to my reasoning for doing this. One of my main reasons for including Level Up in my game is to provide more options for players. I <em>like</em> O5e, and don't want to completely replace it. I'm planning on allowing both versions of the classes, and most of the subclasses (which can be mixed and matched). I'm going to switch probably most of my core rules to A5e, but some might stay O5e. I need to analyze it fully and make the hybrid that works best for my group. I would like O5e classes to remain relevant, both in case someone just prefers them ("But I love Action Surge and getting two extra feats!") and for players that want something simple. <u>So I need to find a way to make sure you are always getting <em>something</em> worth having from picking an O5e class over the A5e version.</u> One way I can do this is to add the bonus class features from Tasha's Cauldron of Everything to the O5e classes and not the A5e classes, but some of them will need more. For instance, assuming I do so, the O5e Wizard has precisely 2 things they get that A5e doesn't by 20th-level: 1) They can cast a 2nd-level spell at-will (<em>misty step </em>at-will is not nothing), 2) They can change a cantrip known on a long rest. In every other way the A5e Wizard is superior, usually the entire way. Now, if I gave the O5e Wizard the choice of either getting the A5e Elective Studies, or getting a free ASI/Feat at 1st level, that might do the job. If you want simple, starting with a +2 to Intelligence will always be your friend. If you really want to switch your cantrips or you want an at-will 2nd-level spell in epic tier, then you can still get some exploration features, even though you'll be overall less flexible and effective probably.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 8454809, member: 6677017"] One thing I'm interested in (which can probably be better examined when we've all had time to digest the rules more) is what tweaks can be made to O5e classes to make them more comparable to A5e classes. (For those who wonder why I would care to do so, I'll explain at the end of the post). I haven't done the math and gone over it with a fine toothed comb, but my first impressions are: 1. Some A5e classes are about equal to O5e classes in combat performance (I'd guess Fighter and Adept fall in that category). 2. Some A5e classes are better than O5e classes even in combat performance (someone gave the example of the Wizard and I think Sorcerers and Warlocks are even more so). 3. All A5e classes are better than O5e classes in non-combat pillar participation. (Since this was, you know, an important design goal, that's as it should be, lol.) Now we get to my hypothetical house rules. Again, without having thoroughly read them, it looks like for most of the A5e classes, you could give their respective "Knacks" to O5e classes, and the O5e classes would still not become better than the A5e classes. (Rangers and Rogues are the ones I think this could most likely actually be a problem for.) Now, if you give the O5e classes the Knacks from A5e, and some of those classes are [I]still[/I] inferior to A5e classes, then that gets trickier. What I'm looking into is whether it might be balanced to say that an O5e class can either get the "knacks" from A5e, OR a free ASI/Feat at 1st-level. Again, I don't expect everyone to have a firm grasp on how balanced that would be at this point, but thoughts and feedback would be appreciated. As to my reasoning for doing this. One of my main reasons for including Level Up in my game is to provide more options for players. I [I]like[/I] O5e, and don't want to completely replace it. I'm planning on allowing both versions of the classes, and most of the subclasses (which can be mixed and matched). I'm going to switch probably most of my core rules to A5e, but some might stay O5e. I need to analyze it fully and make the hybrid that works best for my group. I would like O5e classes to remain relevant, both in case someone just prefers them ("But I love Action Surge and getting two extra feats!") and for players that want something simple. [U]So I need to find a way to make sure you are always getting [I]something[/I] worth having from picking an O5e class over the A5e version.[/U] One way I can do this is to add the bonus class features from Tasha's Cauldron of Everything to the O5e classes and not the A5e classes, but some of them will need more. For instance, assuming I do so, the O5e Wizard has precisely 2 things they get that A5e doesn't by 20th-level: 1) They can cast a 2nd-level spell at-will ([I]misty step [/I]at-will is not nothing), 2) They can change a cantrip known on a long rest. In every other way the A5e Wizard is superior, usually the entire way. Now, if I gave the O5e Wizard the choice of either getting the A5e Elective Studies, or getting a free ASI/Feat at 1st level, that might do the job. If you want simple, starting with a +2 to Intelligence will always be your friend. If you really want to switch your cantrips or you want an at-will 2nd-level spell in epic tier, then you can still get some exploration features, even though you'll be overall less flexible and effective probably. [/QUOTE]
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Is Level Up: Advanced 5th Edition compatible with D&D 5E?
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