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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: 8504255" data-attributes="member: 93670"><p>The short/long rest class differences that are an issue with o5e are really a different thing from needing to throw multiple sessions worth of encounters at a party to stretch their resources IMO. I agree that they were a serious problem in o5e but there are a couple things mitigating that in a5e.</p><p></p><p>First you have more thought to the classes & archetypes themselves to avoid boneheaded exploitative builds like sorlock & hexbladeadin where a player could dip a short rest class to gain lolbroke abilities on top of a pair of short rest rocketboots at basically no loss if the game went past level 8-10. There are too many parts of class design to really cover but the easiest & most obvious one is that eldritch blast is a class ability that scales on warlock level & some of the warlock levels themselves have ability options that modify specific EB options so it's not just a matter of a sorcerer putting off one 4th/5th level spell by 2 levels for 3d10+15+knockbacks.Synergy feats exist for builds like that but they take 3 levels in two classes plus each feat in the chain.</p><p></p><p>The second big thing is that the system as a whole is designed so as not to trivialize the gm's toolkit or make it unusable. One really obvious extra tools available in how exhaustion's death spiral was split into fatigue(physical) &strife(mental) with penalties that a player will care about without being so crippling the party just stops & declares they are taking a long rest or bust.</p><p>[spoiler="fatigue & strife"][ATTACH=full]149449[/ATTACH]</p><p>[/spoiler]</p><p>Recovering from them is about on par with ability damage back in 3.x where you can get 1 point back per long rest & need things like a haven or various spells*/abilities. maladies(ie diseases & such) region effects (ie terrain stuff) exploration challenges monsters some abilities players have or just whatever stressful ting the gm declares causes it could inflict them with or <em>(theoretically)</em> without a save. Sure you can take a short rest but you've been pushing really hard & are going to start picking up a level of fatigue and/or strife each one.</p><p></p><p>*This is an example of how the system is structured to not trivialize the GM's tools. Greater restoration removes [spoiler="*One* of"]</p><p>one of:</p><p>• <strong><em>a</em></strong> level of fatigue.</p><p>• <strong><em>a</em></strong> level of strife.</p><p>• <strong><em>a</em></strong> charm or petrification effect.</p><p>• <strong><em>a</em></strong> curse or cursed item attunement.</p><p>• any reduction to a <em><strong>single</strong></em> ability score.</p><p>• <em><strong>an</strong></em> effect that has reduced the target’s hit</p><p>point maximum.[/spoiler]</p><p>and there are very few abilities that will remove fatigue or strife but quite a few that will allow someone to ignore a given amount of it for a bit like a bard level 9 battle hymn option that lasts till the end of a combat for one creature.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8504255, member: 93670"] The short/long rest class differences that are an issue with o5e are really a different thing from needing to throw multiple sessions worth of encounters at a party to stretch their resources IMO. I agree that they were a serious problem in o5e but there are a couple things mitigating that in a5e. First you have more thought to the classes & archetypes themselves to avoid boneheaded exploitative builds like sorlock & hexbladeadin where a player could dip a short rest class to gain lolbroke abilities on top of a pair of short rest rocketboots at basically no loss if the game went past level 8-10. There are too many parts of class design to really cover but the easiest & most obvious one is that eldritch blast is a class ability that scales on warlock level & some of the warlock levels themselves have ability options that modify specific EB options so it's not just a matter of a sorcerer putting off one 4th/5th level spell by 2 levels for 3d10+15+knockbacks.Synergy feats exist for builds like that but they take 3 levels in two classes plus each feat in the chain. The second big thing is that the system as a whole is designed so as not to trivialize the gm's toolkit or make it unusable. One really obvious extra tools available in how exhaustion's death spiral was split into fatigue(physical) &strife(mental) with penalties that a player will care about without being so crippling the party just stops & declares they are taking a long rest or bust. [spoiler="fatigue & strife"][ATTACH type="full" alt="1641427163500.png"]149449[/ATTACH] [/spoiler] Recovering from them is about on par with ability damage back in 3.x where you can get 1 point back per long rest & need things like a haven or various spells*/abilities. maladies(ie diseases & such) region effects (ie terrain stuff) exploration challenges monsters some abilities players have or just whatever stressful ting the gm declares causes it could inflict them with or [I](theoretically)[/I] without a save. Sure you can take a short rest but you've been pushing really hard & are going to start picking up a level of fatigue and/or strife each one. *This is an example of how the system is structured to not trivialize the GM's tools. Greater restoration removes [spoiler="*One* of"] one of: • [B][I]a[/I][/B] level of fatigue. • [B][I]a[/I][/B] level of strife. • [B][I]a[/I][/B] charm or petrification effect. • [B][I]a[/I][/B] curse or cursed item attunement. • any reduction to a [I][B]single[/B][/I] ability score. • [I][B]an[/B][/I] effect that has reduced the target’s hit point maximum.[/spoiler] and there are very few abilities that will remove fatigue or strife but quite a few that will allow someone to ignore a given amount of it for a bit like a bard level 9 battle hymn option that lasts till the end of a combat for one creature. [/QUOTE]
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