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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Keeping it Classy: Updated Core Classes in Level Up
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<blockquote data-quote="Timespike" data-source="post: 8428189" data-attributes="member: 29665"><p>A couple things on that:</p><p></p><p>Keep in mind that one of the constraints the design team was working with was backwards compatibility. So if the goal was to build an <em>entirely</em> new, non-compatible system that just hung onto some key concepts like proficiency and bounded accuracy, some more features like you suggest may have made it in. Remember also that just including maneuvers at all represents a significant upgrade and change from O5E, which had nothing of the sort. There are Level Up-specific subclasses, too, so don't be surprised if some of what you want shows up in them.</p><p></p><p>If you want to tinker, by all means, tinker, but I would suggest trying it as written for a while first. The lead design team put a lot of thought, revision, and incorporated playtest feedback into the final designs. You may not wind up agreeing with their decisions, and that is both fine and your prerogative, but they did have reasons for them. I know that in at least a few of those cases, those decisions were made not just for flavor reasons, but to avoid players having a bad time.</p><p></p><p>Someone else in the thread mentioned the idea of a rogue with Adamant Mountain maneuvers, and that was a good example. Adamant Mountain tends to work best with a big, tough, hold-the-line type of character rather than a sneaky, mobile, and quick one. Can someone who has achieved some system mastery make weird combinations work? Of course! But I don't recommend you <em>start</em> from there.</p><p></p><p>Finally, those constraints leave room for game design that creates exceptions to them. A stereotype-defying berserker subclass that gets access to one of the more "disciplined" combat schools like Razor's Edge or Unending Wheel is going to feel a lot less special if the local house rules give every martial character access to every maneuver school from the jump, just like a specialized Theurge subclass for the wizard will feel less special if single-classed wizards have been given access to the <em>cure wounds</em> and <em>restoration</em> spells already.</p><p></p><p>All of that said, play the game how it's most fun for you and your table. Just recognize when you're coloring outside the lines and be ready for the occasional bit of weirdness that only can happen when you do.</p></blockquote><p></p>
[QUOTE="Timespike, post: 8428189, member: 29665"] A couple things on that: Keep in mind that one of the constraints the design team was working with was backwards compatibility. So if the goal was to build an [I]entirely[/I] new, non-compatible system that just hung onto some key concepts like proficiency and bounded accuracy, some more features like you suggest may have made it in. Remember also that just including maneuvers at all represents a significant upgrade and change from O5E, which had nothing of the sort. There are Level Up-specific subclasses, too, so don't be surprised if some of what you want shows up in them. If you want to tinker, by all means, tinker, but I would suggest trying it as written for a while first. The lead design team put a lot of thought, revision, and incorporated playtest feedback into the final designs. You may not wind up agreeing with their decisions, and that is both fine and your prerogative, but they did have reasons for them. I know that in at least a few of those cases, those decisions were made not just for flavor reasons, but to avoid players having a bad time. Someone else in the thread mentioned the idea of a rogue with Adamant Mountain maneuvers, and that was a good example. Adamant Mountain tends to work best with a big, tough, hold-the-line type of character rather than a sneaky, mobile, and quick one. Can someone who has achieved some system mastery make weird combinations work? Of course! But I don't recommend you [I]start[/I] from there. Finally, those constraints leave room for game design that creates exceptions to them. A stereotype-defying berserker subclass that gets access to one of the more "disciplined" combat schools like Razor's Edge or Unending Wheel is going to feel a lot less special if the local house rules give every martial character access to every maneuver school from the jump, just like a specialized Theurge subclass for the wizard will feel less special if single-classed wizards have been given access to the [I]cure wounds[/I] and [I]restoration[/I] spells already. All of that said, play the game how it's most fun for you and your table. Just recognize when you're coloring outside the lines and be ready for the occasional bit of weirdness that only can happen when you do. [/QUOTE]
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Keeping it Classy: Updated Core Classes in Level Up
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