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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Relative balance of A5E vs. O5E
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<blockquote data-quote="Legendweaver" data-source="post: 8449250" data-attributes="member: 6705414"><p>I like lots of the stuff added to A5E -- including some of the new character class design -- but after reading through the character classes, I'm quite convinced the A5E classes are a good deal more powerful than their O5E counterparts. The Wizard is a good benchmark for this; the O5E wizard was a solid, popular class, but as far as I can tell, the A5E counterpart doesn't sacrifice any of the O5E wizard's abilities while simultaneously adding nearly a dozen significant class features (some of which represent a significiant combat boost).</p><p></p><p>This makes me question how viable it really is to have a mixed party of O5E and A5E characters, and whether existing content really can be played without modification. In a mixed party, I worry anyone playing an O5E character (such as a newbie playing an O5E fighter for simplicity's sake) will feel outclassed, and existing content will be markedly easier.</p><p></p><p>Based on my early read (and without playtesting) I'd guess you need to give O5E characters an extra feat every three or four levels to put them on par with A5E characters, and likewise increase enemy HP by about 10% to make published content appropriately challenging for these buffed classes. Does that sound about right? Or can anyone offer a more precise breakdown?</p><p></p><p>To end on a positive note, I absolutely love the additions for Monstrous Menagerie and T&T -- especially when it comes to improvisation. The MM sections on lore, encounters, signs, behaviors, and names are super-useful tools that address some of the biggest regressions between the 4th and 5th edition MMs, while the exploration/travel rules fill out a gaping hole in O5E (and honestly, 3E and 4E, too). These two books will definitely replace the Monster Manual & DMG as key table-side references once I get them in hardback!</p></blockquote><p></p>
[QUOTE="Legendweaver, post: 8449250, member: 6705414"] I like lots of the stuff added to A5E -- including some of the new character class design -- but after reading through the character classes, I'm quite convinced the A5E classes are a good deal more powerful than their O5E counterparts. The Wizard is a good benchmark for this; the O5E wizard was a solid, popular class, but as far as I can tell, the A5E counterpart doesn't sacrifice any of the O5E wizard's abilities while simultaneously adding nearly a dozen significant class features (some of which represent a significiant combat boost). This makes me question how viable it really is to have a mixed party of O5E and A5E characters, and whether existing content really can be played without modification. In a mixed party, I worry anyone playing an O5E character (such as a newbie playing an O5E fighter for simplicity's sake) will feel outclassed, and existing content will be markedly easier. Based on my early read (and without playtesting) I'd guess you need to give O5E characters an extra feat every three or four levels to put them on par with A5E characters, and likewise increase enemy HP by about 10% to make published content appropriately challenging for these buffed classes. Does that sound about right? Or can anyone offer a more precise breakdown? To end on a positive note, I absolutely love the additions for Monstrous Menagerie and T&T -- especially when it comes to improvisation. The MM sections on lore, encounters, signs, behaviors, and names are super-useful tools that address some of the biggest regressions between the 4th and 5th edition MMs, while the exploration/travel rules fill out a gaping hole in O5E (and honestly, 3E and 4E, too). These two books will definitely replace the Monster Manual & DMG as key table-side references once I get them in hardback! [/QUOTE]
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Relative balance of A5E vs. O5E
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