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So What's In Kobold Press' BLACK FLAG First Playtest?
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<blockquote data-quote="Novak" data-source="post: 8937673" data-attributes="member: 98856"><p>Marc, </p><p></p><p>I am absolutely going to provide this feedback through official channels. But to provoke additional discussion, I'm going to put my early draft here of things I'd like to see:</p><p></p><p>1. Degrees of success for many/all things. I did not realize how much I liked PFe's over/under by 10 rules, until I started thinking about a game without them. </p><p></p><p>2. More options for character class builds, on the assumption that you will hew close enough to 5e for that to matter. This is one of the places 5e is most lacking, but A5E really shines.</p><p></p><p>3. More options in combat for non-casters. Again, 5e is anemic here, but A5E really shines.</p><p></p><p>4. My long historical complaints about the spell casting system in general. It just.... doesn't make a lot of sense, this modern hybridized semi-Vancian backflip with a half twist. There is probably not a lot of bang for the buck in trying to fix this. without a complete overhaul that no longer looks like 5e. But some specific complaints:</p><p></p><p>4a. Maybe some semi-modularization, or something rationalized enough that you can give solid GM advice for how you want a game world to run. Like, "If you want locks to matter instead of having the wizard bypass them all, do this," and "If you want travel time to matter instead of the wizard teleporting everyone all over, try this." Where the advice is more specific than just "Disable all these spells." Something where those gate-passing spells can be calibrated to kick in at specific levels, instead of making every campaign bypass every gatekeeping effect at the same level. (Other gatekeeping effects-- creating food and water, language spells, and probably more I am forgetting.)</p><p></p><p>4b. More spells that gain utility smoothely as the caster levels up.</p></blockquote><p></p>
[QUOTE="Novak, post: 8937673, member: 98856"] Marc, I am absolutely going to provide this feedback through official channels. But to provoke additional discussion, I'm going to put my early draft here of things I'd like to see: 1. Degrees of success for many/all things. I did not realize how much I liked PFe's over/under by 10 rules, until I started thinking about a game without them. 2. More options for character class builds, on the assumption that you will hew close enough to 5e for that to matter. This is one of the places 5e is most lacking, but A5E really shines. 3. More options in combat for non-casters. Again, 5e is anemic here, but A5E really shines. 4. My long historical complaints about the spell casting system in general. It just.... doesn't make a lot of sense, this modern hybridized semi-Vancian backflip with a half twist. There is probably not a lot of bang for the buck in trying to fix this. without a complete overhaul that no longer looks like 5e. But some specific complaints: 4a. Maybe some semi-modularization, or something rationalized enough that you can give solid GM advice for how you want a game world to run. Like, "If you want locks to matter instead of having the wizard bypass them all, do this," and "If you want travel time to matter instead of the wizard teleporting everyone all over, try this." Where the advice is more specific than just "Disable all these spells." Something where those gate-passing spells can be calibrated to kick in at specific levels, instead of making every campaign bypass every gatekeeping effect at the same level. (Other gatekeeping effects-- creating food and water, language spells, and probably more I am forgetting.) 4b. More spells that gain utility smoothely as the caster levels up. [/QUOTE]
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