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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Summary of major differences between A5E and O5E?
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<blockquote data-quote="tetrasodium" data-source="post: 8503090" data-attributes="member: 93670"><p>Rules for exploration challenges, strongholds & followers, crafting, etc exist... That is huge impact on its own. Food & drink is abstracted into supply and the various parts of the system are made to not obliviate the need to acquire it if the gm chooses to focus on it while the allowances are generous enough to mostly ignore or handwave if not. The encounter building rules are improved to be a fraction of the total party level fir essu/mediim/hard/deadly encounters thanks to reworked monster math. Rare spells are a thing & don't need to be all that rare so you can have fun giving them out & making them up. Spells are better balanced. The weapons and armor are reworked to bring back subjective choice rather than being reduced to biggest number usable to a pc being objectively best. Player facing downtime rules for relearning class abilities are a thing and that's good because nearly every level allows them one or more choices. Flanking is an expertise die rather than advantage & with <a href="https://www.enworld.org/threads/pta-fallback-got-rolled-out-in-tonights-game-it-was-a-smashing-success.685004/" target="_blank">press the attack /fallback</a> & maneuvers combat is no longer close to rockemsockemrobots. The encounters per long rest /adventuring day is a much more reasonable number that you the gm can once again push without resorting to loldeadly encounters all the time. Treasure at level and similar is a thing (similar to wbl) and the rules around that are pretty good. Character creation is redone with heritage culture background destiny rather than race class background bits, this is a much more robust & developed system than tashas half baked lineages. There is a ton of great gm advice in adventurers guide along with trials and treasures making it useful to read or skim relevant areas. </p><p></p><p></p><p>So yea, people might say to read the rules with good reason because so many little things add up, thankfully for you the gm a good number are of the sort you can say "no Bob I don't know how your class ability works, let's look it up" "I'm not sure but I'm going to rule x today & look into it during the break between sessions" or the thing(s) you wanted to focus on and center the session around if you don't know something thanks to things being much better balanced under the hood.</p><p></p><p>I'm about four or five sessions in and the transition has been pretty smooth. Memories of holdenshire is a pretty good starter adventure that does a nice job of introducing new stuff to help you get rolling & I recommend it for that reason.</p><p></p><p>edit: post was originally written on my phone & had lots of bad autocorrect/typos in it</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8503090, member: 93670"] Rules for exploration challenges, strongholds & followers, crafting, etc exist... That is huge impact on its own. Food & drink is abstracted into supply and the various parts of the system are made to not obliviate the need to acquire it if the gm chooses to focus on it while the allowances are generous enough to mostly ignore or handwave if not. The encounter building rules are improved to be a fraction of the total party level fir essu/mediim/hard/deadly encounters thanks to reworked monster math. Rare spells are a thing & don't need to be all that rare so you can have fun giving them out & making them up. Spells are better balanced. The weapons and armor are reworked to bring back subjective choice rather than being reduced to biggest number usable to a pc being objectively best. Player facing downtime rules for relearning class abilities are a thing and that's good because nearly every level allows them one or more choices. Flanking is an expertise die rather than advantage & with [URL='https://www.enworld.org/threads/pta-fallback-got-rolled-out-in-tonights-game-it-was-a-smashing-success.685004/']press the attack /fallback[/URL] & maneuvers combat is no longer close to rockemsockemrobots. The encounters per long rest /adventuring day is a much more reasonable number that you the gm can once again push without resorting to loldeadly encounters all the time. Treasure at level and similar is a thing (similar to wbl) and the rules around that are pretty good. Character creation is redone with heritage culture background destiny rather than race class background bits, this is a much more robust & developed system than tashas half baked lineages. There is a ton of great gm advice in adventurers guide along with trials and treasures making it useful to read or skim relevant areas. So yea, people might say to read the rules with good reason because so many little things add up, thankfully for you the gm a good number are of the sort you can say "no Bob I don't know how your class ability works, let's look it up" "I'm not sure but I'm going to rule x today & look into it during the break between sessions" or the thing(s) you wanted to focus on and center the session around if you don't know something thanks to things being much better balanced under the hood. I'm about four or five sessions in and the transition has been pretty smooth. Memories of holdenshire is a pretty good starter adventure that does a nice job of introducing new stuff to help you get rolling & I recommend it for that reason. edit: post was originally written on my phone & had lots of bad autocorrect/typos in it [/QUOTE]
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