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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
New Classes, Subclasses, Cultures, etc.
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<blockquote data-quote="tetrasodium" data-source="post: 8488044" data-attributes="member: 93670"><p>[ATTACH=full]148499[/ATTACH]</p><p>Building new cultures gets into world building levels of design and have a wider range of things they grant ranging from half to maybe full feat territory. There is a great video that touches on a lot of problems players can cause that has a section about novelist players showing up with an "agenda" that seems pretty relevant</p><p>[spoiler="here set to start of that section"]</p><p>[MEDIA=youtube]0MhjHHrfreo:355[/MEDIA]</p><p>The whole video touches on a lot of great stuff but that part is especially relevant</p><p>[/spoiler]</p><p>Giving a sidebar for players to create custom cultures would effectively launch players into creating a conflict like he talks about avoiding. o5e has a lot of things like bifts & more that encourage the creation of those kind of conflicts while a5e does a lot of small things that make it harder to do accidentally Custom cultures would undo a big chunk of that right out of the gate during character creation. </p><p></p><p></p><p>Like someone else said though it's more than a little early for folks without their name listed in the book to grok the system enough to really be doing much in the way of homebrew beyond maybe things like <a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/SerialNumbersFiledOff" target="_blank">filing the serial numbers off</a> type stuff. I've run a session zero plus two sessions for a 5 person group & the whole group is definately still enthusiastically getting a grip on things as we work through MoH bit by bit</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8488044, member: 93670"] [ATTACH type="full"]148499[/ATTACH] Building new cultures gets into world building levels of design and have a wider range of things they grant ranging from half to maybe full feat territory. There is a great video that touches on a lot of problems players can cause that has a section about novelist players showing up with an "agenda" that seems pretty relevant [spoiler="here set to start of that section"] [MEDIA=youtube]0MhjHHrfreo:355[/MEDIA] The whole video touches on a lot of great stuff but that part is especially relevant [/spoiler] Giving a sidebar for players to create custom cultures would effectively launch players into creating a conflict like he talks about avoiding. o5e has a lot of things like bifts & more that encourage the creation of those kind of conflicts while a5e does a lot of small things that make it harder to do accidentally Custom cultures would undo a big chunk of that right out of the gate during character creation. Like someone else said though it's more than a little early for folks without their name listed in the book to grok the system enough to really be doing much in the way of homebrew beyond maybe things like [URL='https://tvtropes.org/pmwiki/pmwiki.php/Main/SerialNumbersFiledOff']filing the serial numbers off[/URL] type stuff. I've run a session zero plus two sessions for a 5 person group & the whole group is definately still enthusiastically getting a grip on things as we work through MoH bit by bit [/QUOTE]
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