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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Reading about Class/Subclass Creation, Balance, and Conversion?
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<blockquote data-quote="Himbo_Jones" data-source="post: 9727413" data-attributes="member: 7049217"><p>Hello all!</p><p></p><p>I've been playing A5e for a little bit now, and am really finding myself settling into the system to such a degree that I am now wanting to see what I can make within it. I've made up a few items, some minor spells here and there (and subsequently had to tweak them after my players used them in ways I wasn't expecting, thank goodness I have understanding players), and some origin options, but now I have my sights set upon doing some work with classes and sub-classes.</p><p></p><p>With that, I was wondering if there is any further reading I might be able to do on the subject? I've been taking a hard look at the base classes of course, as well as some third party stuff I have access to (namely the Witch and the Scholar, both of which I quite like) in an effort to take note of certain conventions or patterns that I notice. But I'm starting to feel like my brain turning into soup. So far I've gathered the following:</p><ul> <li data-xf-list-type="ul">Knacks are a must across all classes</li> <li data-xf-list-type="ul">For martial classes, maneuvers are a necessity</li> <li data-xf-list-type="ul">Some classes have a pool of "secondary" features to choose from (i.e. adept and focus features; berserker and furious criticals; sorcerer and metamagic; and warlock and invocations)</li> <li data-xf-list-type="ul">All classes seem to have a sprinkling of "choose one" features, which give usually around 3 options for players to pick from</li> <li data-xf-list-type="ul">All classes also have social features baked into their core class line (and typically these social features are also "choose one" features)</li> </ul><p>Which is all well and good, but it feels all so... nebulous? Maybe I'm looking for a sacred text when there simply isn't one -- maybe it is more vibes based than raw math -- but I cannot help but wish for something akin to Homebrew and Hacking's <em>Crafting New Heritages and Cultures</em> guide (which I love) that can really break it down into something quite concrete.</p><p></p><p>All that to say: does anyone have any advice on the subject? Is there maybe somewhere I can go to read more about designing a class for A5e specifically? If the experienced homebrewers among you have tips, I'm all ears! Hell, if someone has broken down the math on how <s>the sausage is made</s> Level-Up designs their classes, I'd be the happiest of campers. I'll take anything and everything at this point.</p><p></p><p>If I had more spare time, I'd love to do a deep dive and really crunch the numbers on all of this to try and come up with some kind of a rough algorithm myself (if such a thing exists).</p><p></p><p>Oh well. Time is a luxury.</p><p></p><p>Anyway, cheers everyone!</p></blockquote><p></p>
[QUOTE="Himbo_Jones, post: 9727413, member: 7049217"] Hello all! I've been playing A5e for a little bit now, and am really finding myself settling into the system to such a degree that I am now wanting to see what I can make within it. I've made up a few items, some minor spells here and there (and subsequently had to tweak them after my players used them in ways I wasn't expecting, thank goodness I have understanding players), and some origin options, but now I have my sights set upon doing some work with classes and sub-classes. With that, I was wondering if there is any further reading I might be able to do on the subject? I've been taking a hard look at the base classes of course, as well as some third party stuff I have access to (namely the Witch and the Scholar, both of which I quite like) in an effort to take note of certain conventions or patterns that I notice. But I'm starting to feel like my brain turning into soup. So far I've gathered the following: [LIST] [*]Knacks are a must across all classes [*]For martial classes, maneuvers are a necessity [*]Some classes have a pool of "secondary" features to choose from (i.e. adept and focus features; berserker and furious criticals; sorcerer and metamagic; and warlock and invocations) [*]All classes seem to have a sprinkling of "choose one" features, which give usually around 3 options for players to pick from [*]All classes also have social features baked into their core class line (and typically these social features are also "choose one" features) [/LIST] Which is all well and good, but it feels all so... nebulous? Maybe I'm looking for a sacred text when there simply isn't one -- maybe it is more vibes based than raw math -- but I cannot help but wish for something akin to Homebrew and Hacking's [I]Crafting New Heritages and Cultures[/I] guide (which I love) that can really break it down into something quite concrete. All that to say: does anyone have any advice on the subject? Is there maybe somewhere I can go to read more about designing a class for A5e specifically? If the experienced homebrewers among you have tips, I'm all ears! Hell, if someone has broken down the math on how [S]the sausage is made[/S] Level-Up designs their classes, I'd be the happiest of campers. I'll take anything and everything at this point. If I had more spare time, I'd love to do a deep dive and really crunch the numbers on all of this to try and come up with some kind of a rough algorithm myself (if such a thing exists). Oh well. Time is a luxury. Anyway, cheers everyone! [/QUOTE]
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