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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="Stalker0" data-source="post: 8455593" data-attributes="member: 5889"><p>So in such a game, where the players are invested in their characters as is....I agree that just doing a wholesale change over is not the right way. Instead, you introduce things slowly and organically.</p><p></p><p>Examples:</p><p></p><p>1) A magic bastard sword that allows you to deflect attacks once a round (aka the parrying property)</p><p>2) A spell scroll for a "special version of the spell" that the party can learn (a rare spell, or at least the A5e version of it)</p><p>3) A monster that does a special kind of mental attack that leaves a mark that requires a long time to heal (aka strife)</p><p>4) A few overland encounters that require some skill checks (aka an exploration challenge).</p><p>5) Give the player inspiration, and let them know they also have the ability to spend it on X if they wish (aka a destiny power....one you feel is suitable to the character).</p><p>6) Design your encounters using the updated A5e math (without telling the players).</p><p>7) Have the TWF in the group learn from a wise sage in advanced combat, and is now able to do two attacks with their off hand.</p><p>8) The next NPC that tags along with the group....have them provide a follower type bonus.</p><p>9) Give the players a stronghold (could be a little one), maybe a reward for one of their quests. Try out the stronghold benefits that way.</p><p></p><p>This weans them into it, lets them try things out (without truly knowing they are trying it out). And then when you run your next game, maybe you ask them about some of the things you introduced and see if they like it. If they do, well then maybe you can bring in A5e more fully. If not, then you can continue to cherry pick from the system and let them play core.... as that's a key aspect of compatibility. You pick from the system what you like, and keep the rest core....and the game should work absolutely fine.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8455593, member: 5889"] So in such a game, where the players are invested in their characters as is....I agree that just doing a wholesale change over is not the right way. Instead, you introduce things slowly and organically. Examples: 1) A magic bastard sword that allows you to deflect attacks once a round (aka the parrying property) 2) A spell scroll for a "special version of the spell" that the party can learn (a rare spell, or at least the A5e version of it) 3) A monster that does a special kind of mental attack that leaves a mark that requires a long time to heal (aka strife) 4) A few overland encounters that require some skill checks (aka an exploration challenge). 5) Give the player inspiration, and let them know they also have the ability to spend it on X if they wish (aka a destiny power....one you feel is suitable to the character). 6) Design your encounters using the updated A5e math (without telling the players). 7) Have the TWF in the group learn from a wise sage in advanced combat, and is now able to do two attacks with their off hand. 8) The next NPC that tags along with the group....have them provide a follower type bonus. 9) Give the players a stronghold (could be a little one), maybe a reward for one of their quests. Try out the stronghold benefits that way. This weans them into it, lets them try things out (without truly knowing they are trying it out). And then when you run your next game, maybe you ask them about some of the things you introduced and see if they like it. If they do, well then maybe you can bring in A5e more fully. If not, then you can continue to cherry pick from the system and let them play core.... as that's a key aspect of compatibility. You pick from the system what you like, and keep the rest core....and the game should work absolutely fine. [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
Is Level Up: Advanced 5th Edition compatible with D&D 5E?
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