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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Regarding converting O5E third party and homebrew classes to A5E
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<blockquote data-quote="Pedantic" data-source="post: 8944091" data-attributes="member: 6690965"><p>It seems to me that the most significant A5E difference you'd want to chart out is the Knack system. I haven't done this yet, but modeling the number of available Knack choices and acquisition schedule for each of the existing A5E classes (and maybe doing a quick rating on the approximate "effectiveness" of a knack choice) would be a good starting resource. Then you can select an appropriate class to mimic structurally. </p><p></p><p>In addition, most classes (especially martial classes) have a "social/exploration" set of class features, like the Fighter's Steely Mien/Martial Lore features. I think it's probably worth charting out when those abilities come up for the existing classes, and making sure the converted classes have an appropriate ability around those same levels.</p><p></p><p>After that, you'd want to scan the class list for any abilities that should be better represented as Knacks, particularly things like Warlock Invocations, where combat/exploration options are both incorporated into a shared picklist.</p><p></p><p>If it's a primary martial class/combatant then it should probably interface with the maneuver system. Stealing the maneuver progression from an existing class and assigning a few appropriate schools is probably fine, though if the class has an extensive maneuver-style system (or really any point-based in combat resource) it might make sense to turn those abilities into a combat tradition. The important thing for maneuvers is much more the resource management than the actual content of the abilities; you could easily create a "magical" combat tradition, as long as you're comfortable with them recovering on a short rest and/or assigning them point costs.</p><p></p><p>Finally some thoughts on specific mechanics: abilities that provide advantage should be evaluated to see if they would be better off providing expertise. A5E is much more sparing with advantage as a guaranteed benefit from a class ability, and tends to assign a higher power-budget to such abilities when they come up. Similarly, abilities that provide proficiency and/or situational skill bonuses should be evaluated to see if they can be represented with a specialty instead.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8944091, member: 6690965"] It seems to me that the most significant A5E difference you'd want to chart out is the Knack system. I haven't done this yet, but modeling the number of available Knack choices and acquisition schedule for each of the existing A5E classes (and maybe doing a quick rating on the approximate "effectiveness" of a knack choice) would be a good starting resource. Then you can select an appropriate class to mimic structurally. In addition, most classes (especially martial classes) have a "social/exploration" set of class features, like the Fighter's Steely Mien/Martial Lore features. I think it's probably worth charting out when those abilities come up for the existing classes, and making sure the converted classes have an appropriate ability around those same levels. After that, you'd want to scan the class list for any abilities that should be better represented as Knacks, particularly things like Warlock Invocations, where combat/exploration options are both incorporated into a shared picklist. If it's a primary martial class/combatant then it should probably interface with the maneuver system. Stealing the maneuver progression from an existing class and assigning a few appropriate schools is probably fine, though if the class has an extensive maneuver-style system (or really any point-based in combat resource) it might make sense to turn those abilities into a combat tradition. The important thing for maneuvers is much more the resource management than the actual content of the abilities; you could easily create a "magical" combat tradition, as long as you're comfortable with them recovering on a short rest and/or assigning them point costs. Finally some thoughts on specific mechanics: abilities that provide advantage should be evaluated to see if they would be better off providing expertise. A5E is much more sparing with advantage as a guaranteed benefit from a class ability, and tends to assign a higher power-budget to such abilities when they come up. Similarly, abilities that provide proficiency and/or situational skill bonuses should be evaluated to see if they can be represented with a specialty instead. [/QUOTE]
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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Regarding converting O5E third party and homebrew classes to A5E
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