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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="TheHand" data-source="post: 8503399" data-attributes="member: 88835"><p>Like others have said, no known list exists and a comprehensive one would be massive. Having incorporated A5e rules into my own games since the playtest, I personally decided to approach it like a toolset: I can easily incorporate the new features where applicable, but it doesn't break anything if I use an O5e rule, either because I forgot a new rule or I wasn't familiar enough yet with the new one. </p><p></p><p>Now having said that, off the top of my head here are some things I would note as major differences:</p><p></p><ul> <li data-xf-list-type="ul">The Expertise Die: not only replaces the original "Expertise" but also is featured in many situations that under O5e one might instead call for rolling with Advantage</li> <li data-xf-list-type="ul">Maneuvers and Exertion, this is a big change to the martial classes</li> <li data-xf-list-type="ul">Spells: Don't assume that a spell with the same name as O5e is the same in A5e, a lot of them got minor or even major tweaks. Also, rare spells exist. </li> <li data-xf-list-type="ul">All the Journey rules with Supply and environmental effects. </li> <li data-xf-list-type="ul">New status conditions like "Rattled" and "Confused" </li> <li data-xf-list-type="ul">Fatigue and Strife replace Exhaustion</li> <li data-xf-list-type="ul">You can do a lot more with what O5e called "Lair Actions" by adding in Environment Actions (<em>not sure if that's what they are called</em>!) </li> <li data-xf-list-type="ul">Generally more "stuff" (more equipment, more magic items)</li> <li data-xf-list-type="ul">Paladins = Heralds, Adepts = Monks, Berserkers = Barbarians, Marshall class is much like "Warlord" from 4e</li> <li data-xf-list-type="ul">Heritages, Cultures, and Backgrounds replace Race and Backgrounds</li> <li data-xf-list-type="ul">New Skills (eg, Culture, Engineering) and a few skill changes </li> </ul><p></p><p>Again, not comprehensive, but maybe this list was helpful. I strongly suggest anyone thinking of running A5e check out the starter adventure, <em>Memories of Holdenshire. </em>Even if you never plan to run it, it does a great job easing you into the new mechanics.</p></blockquote><p></p>
[QUOTE="TheHand, post: 8503399, member: 88835"] Like others have said, no known list exists and a comprehensive one would be massive. Having incorporated A5e rules into my own games since the playtest, I personally decided to approach it like a toolset: I can easily incorporate the new features where applicable, but it doesn't break anything if I use an O5e rule, either because I forgot a new rule or I wasn't familiar enough yet with the new one. Now having said that, off the top of my head here are some things I would note as major differences: [LIST] [*]The Expertise Die: not only replaces the original "Expertise" but also is featured in many situations that under O5e one might instead call for rolling with Advantage [*]Maneuvers and Exertion, this is a big change to the martial classes [*]Spells: Don't assume that a spell with the same name as O5e is the same in A5e, a lot of them got minor or even major tweaks. Also, rare spells exist. [*]All the Journey rules with Supply and environmental effects. [*]New status conditions like "Rattled" and "Confused" [*]Fatigue and Strife replace Exhaustion [*]You can do a lot more with what O5e called "Lair Actions" by adding in Environment Actions ([I]not sure if that's what they are called[/I]!) [*]Generally more "stuff" (more equipment, more magic items) [*]Paladins = Heralds, Adepts = Monks, Berserkers = Barbarians, Marshall class is much like "Warlord" from 4e [*]Heritages, Cultures, and Backgrounds replace Race and Backgrounds [*]New Skills (eg, Culture, Engineering) and a few skill changes [/LIST] Again, not comprehensive, but maybe this list was helpful. I strongly suggest anyone thinking of running A5e check out the starter adventure, [I]Memories of Holdenshire. [/I]Even if you never plan to run it, it does a great job easing you into the new mechanics. [/QUOTE]
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