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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="SongOfSisyphus" data-source="post: 8956744" data-attributes="member: 7040588"><p>Good Stuff</p><p></p><p>Best rule of thumb with Blue Traveller (might rename the class to something else when I can think of a decent name for it) is that for the most part it'll only really be as strong as the abilities you throw at it, as a Narrator. Spells up to level 5 will be balanced, even though they get a big bump for not technically having a list, and are able to learn what's cast on them, but it shouldn't be a huge deal in later tiers especially as the full casters start to get their higher-level spell slots. The only area where this class can conceivably get out of control is if you start throwing very deadly effects at them that they survive and learn, at which point it's kind of on your encounter design as a GM, and you should think carefully about the kind of effects that it is wise to throw at the Traveller.</p><p></p><p></p><p>I can see the argument here and it does make sense, but at the same time on a personal level I think Cavalier (and also Guardian) are close enough in their DNA and class identity to Fighter that giving them a fighting style doesn't seem like too much of an issue.</p><p></p><p></p><p>Reasons it gets maneuvers:</p><p>1) it's a halfcaster and there is precedence for half-casters getting maneuvers. (on its own kind of a weak point, because of the halfcasters this is the one that gets the most outright spellcasting potential)</p><p>2) Its maneuver pool works the same as for a Herald, as does its maneuver progression.</p><p>3) One of the traditions you can pick is Beast Unity (and the only reason this isn't an automatic "You get Beast Unity and another tradition" is because the Unity archetype causes you to fuse with your spirit, making them less of a companion and more of a part of you). Unfortunately there's only one real "Companion" sort of tradition, so most of the other maneuvers will be used by the Keeper, but I think one of the options I provided was Sanguine Knot, which is a very teamwork-focused tradition, which might well be a good fit for a Keeper's companion. But yeah Keeper's identity isn't really an in-the-thick-of-it style, so focusing on teamwork-based maneuvers are probably going to be your go-to anyway, if you're not a Unity Keeper.</p><p></p><p></p><p>Good change, will implement on next pass.</p><p></p><p></p><p>Will look into it. I <em>have</em> been meaning to make a Community Conversion Project for officially-published spells from Wizards' that haven't made their way into A5E yet. I imagine most of the workload there will just be organising everything and adding the appropriate tags that A5E appears to use for its spells, and issuing changes to spells that are either garbo or too good. But there are only so many hours in the day so I might lag behind a bit, time-wise.</p><p></p><p></p><p>So I can't reproduce the Blood Hunter in its entirety for intellectual property reasons (EDIT: Wait, if it's Pay What You Want I might be able to get away with it), but I have addressed it in the PCACP if I recall correctly. The reason why I did not bother to convert the Pugilist even though it is a rightfully very popular third-party class is that I also felt A5E's adept rounded out the flavour and mechanical territory on it pretty nicely.</p><p></p><p></p><p>Regarding the Battlerager Dwarf Requirement thing, big same. Only reason I included that in there was for flavour reasons and I imagine that any sensible Narrator will toss the Dwarf Requirement aside. Will consider tweaking battlerager around battle defense types.</p><p></p><p></p><p></p><p>1st change) 100%, this makes sense and should be the way the archetype was written in the first place</p><p></p><p>2nd change) Yeah, this makes sense, kind of sucks to spend your action on something and then just sit on your hands as a bonus action.</p><p></p><p>3rd change) This might require a little more consideration than the other two changes. For instance we'd still have to be able to concretely calculate what the exertion cost of a particular effect would be, which would mean that simply adding spells of a particular tag might give us a bit of a knowledge problem, unless we literally go through all the spells that could be added by tag and give them exertion point costs.</p><p></p><p>I'm sort of hit-or-miss on the precise level to which we should generalise Four Elements further. I can maybe see a shadowdancer or a tattooed monk represented by this, but I feel like something like a ninja would probably benefit from its own specific archetype.</p></blockquote><p></p>
[QUOTE="SongOfSisyphus, post: 8956744, member: 7040588"] Good Stuff Best rule of thumb with Blue Traveller (might rename the class to something else when I can think of a decent name for it) is that for the most part it'll only really be as strong as the abilities you throw at it, as a Narrator. Spells up to level 5 will be balanced, even though they get a big bump for not technically having a list, and are able to learn what's cast on them, but it shouldn't be a huge deal in later tiers especially as the full casters start to get their higher-level spell slots. The only area where this class can conceivably get out of control is if you start throwing very deadly effects at them that they survive and learn, at which point it's kind of on your encounter design as a GM, and you should think carefully about the kind of effects that it is wise to throw at the Traveller. I can see the argument here and it does make sense, but at the same time on a personal level I think Cavalier (and also Guardian) are close enough in their DNA and class identity to Fighter that giving them a fighting style doesn't seem like too much of an issue. Reasons it gets maneuvers: 1) it's a halfcaster and there is precedence for half-casters getting maneuvers. (on its own kind of a weak point, because of the halfcasters this is the one that gets the most outright spellcasting potential) 2) Its maneuver pool works the same as for a Herald, as does its maneuver progression. 3) One of the traditions you can pick is Beast Unity (and the only reason this isn't an automatic "You get Beast Unity and another tradition" is because the Unity archetype causes you to fuse with your spirit, making them less of a companion and more of a part of you). Unfortunately there's only one real "Companion" sort of tradition, so most of the other maneuvers will be used by the Keeper, but I think one of the options I provided was Sanguine Knot, which is a very teamwork-focused tradition, which might well be a good fit for a Keeper's companion. But yeah Keeper's identity isn't really an in-the-thick-of-it style, so focusing on teamwork-based maneuvers are probably going to be your go-to anyway, if you're not a Unity Keeper. Good change, will implement on next pass. Will look into it. I [I]have[/I] been meaning to make a Community Conversion Project for officially-published spells from Wizards' that haven't made their way into A5E yet. I imagine most of the workload there will just be organising everything and adding the appropriate tags that A5E appears to use for its spells, and issuing changes to spells that are either garbo or too good. But there are only so many hours in the day so I might lag behind a bit, time-wise. So I can't reproduce the Blood Hunter in its entirety for intellectual property reasons (EDIT: Wait, if it's Pay What You Want I might be able to get away with it), but I have addressed it in the PCACP if I recall correctly. The reason why I did not bother to convert the Pugilist even though it is a rightfully very popular third-party class is that I also felt A5E's adept rounded out the flavour and mechanical territory on it pretty nicely. Regarding the Battlerager Dwarf Requirement thing, big same. Only reason I included that in there was for flavour reasons and I imagine that any sensible Narrator will toss the Dwarf Requirement aside. Will consider tweaking battlerager around battle defense types. 1st change) 100%, this makes sense and should be the way the archetype was written in the first place 2nd change) Yeah, this makes sense, kind of sucks to spend your action on something and then just sit on your hands as a bonus action. 3rd change) This might require a little more consideration than the other two changes. For instance we'd still have to be able to concretely calculate what the exertion cost of a particular effect would be, which would mean that simply adding spells of a particular tag might give us a bit of a knowledge problem, unless we literally go through all the spells that could be added by tag and give them exertion point costs. I'm sort of hit-or-miss on the precise level to which we should generalise Four Elements further. I can maybe see a shadowdancer or a tattooed monk represented by this, but I feel like something like a ninja would probably benefit from its own specific archetype. [/QUOTE]
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Regarding converting O5E third party and homebrew classes to A5E
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