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Community
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: 8450144" data-attributes="member: 6705414"><p>[USER=1]@Morrus[/USER] -- Fair point - I will run some play tests of my own to see how these classes perform in practice, not just in theory!</p><p></p><p>[USER=7030089]@VanguardHero[/USER] -- My reason is simplicity. It sounds like you're playing games with experienced players who play optimized builds and intentionally look for exploits, but my situation is quite different. I frequently run mixed groups that combine experienced players and first-time players, and I've also got a long-running game made up of young kids and their dads. </p><p></p><p>For newbies and kids alike, the most important aspect of a class is how easily players can figure out their character's abilities and contribute in meaningful ways without reading a huge tome of text or choosing from a zillion options. While the O5E fighter and rogue are be overly simple for experienced players, they're pretty great for new players. Conversely, the very elements of A5E that appeal to more experienced or tactical players (such as maneuvers) threaten to make them overly complicated for newbies. I had hoped to open A5E classes to my experienced players to let them stretch their tactical wings a bit while encouraging new & young players playing alongside them to stick with simpler O5E options...but I worry the O5E players will feel less powerful, or (just as bad) unable to fully participate in all three pillars.</p><p></p><p>Maybe that's the real request here - Did the design team give any thought to designing some <em>simple</em> classes that can still participate in all aspects of the game? Or maybe some recommended builds that select options which work well for first time players? Did your playtests involve groups of first-time players, and if so, what did you learn from them?</p></blockquote><p></p>
[QUOTE="Legendweaver, post: 8450144, member: 6705414"] [USER=1]@Morrus[/USER] -- Fair point - I will run some play tests of my own to see how these classes perform in practice, not just in theory! [USER=7030089]@VanguardHero[/USER] -- My reason is simplicity. It sounds like you're playing games with experienced players who play optimized builds and intentionally look for exploits, but my situation is quite different. I frequently run mixed groups that combine experienced players and first-time players, and I've also got a long-running game made up of young kids and their dads. For newbies and kids alike, the most important aspect of a class is how easily players can figure out their character's abilities and contribute in meaningful ways without reading a huge tome of text or choosing from a zillion options. While the O5E fighter and rogue are be overly simple for experienced players, they're pretty great for new players. Conversely, the very elements of A5E that appeal to more experienced or tactical players (such as maneuvers) threaten to make them overly complicated for newbies. I had hoped to open A5E classes to my experienced players to let them stretch their tactical wings a bit while encouraging new & young players playing alongside them to stick with simpler O5E options...but I worry the O5E players will feel less powerful, or (just as bad) unable to fully participate in all three pillars. Maybe that's the real request here - Did the design team give any thought to designing some [I]simple[/I] classes that can still participate in all aspects of the game? Or maybe some recommended builds that select options which work well for first time players? Did your playtests involve groups of first-time players, and if so, what did you learn from them? [/QUOTE]
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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Relative balance of A5E vs. O5E
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