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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Summary: state of the rules and project?
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<blockquote data-quote="tetrasodium" data-source="post: 8176931" data-attributes="member: 93670"><p>I;m just someguy on the internet with a recent extended glut of socially distanced free time so no special knowledge so take things with a rain of salt. From a lot of the maneuvers & such it sounds like movement & possibly specific action based AoOs will play a much bigger role than o5e, well known terminology like provoke is back in use but I'm not sure about threaten & not going back to check. While I'd love to see a more granular replacement for 5e's ultramega-sized must have feats, I regretfully haven't seen anything that gives me even a flicker of hope for that yet<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f622.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cry:" title="Crying :cry:" data-smilie="15"data-shortname=":cry:" />.. on the up side it would probably be easy to retcon into the current early state of classes as design moves along. In a way the knacks (druid excepting) are rather feat-like while most classes have one or more class specific things like sorcerer manifestations/rogue tricks/fighter steely mien/etc that to a lesser degree allow them small feat-like choices to specialize or broaden their toolkit in various ways similar to how feats in 3.5 could.</p><p></p><p>I'm not sure what the final result for advantage will be as they tried minor (disadvantage/advantage<span style="font-size: 9px"><em>(in spoiler or pg7 f fighter doc)</em></span> but reports from the survey were not positive about it & thinking back I remember forum discussion breaking down into camps of what quickly paraphrased from memory amounted to one camp of "advantage is dimple & elegant this breaks the beauty" and a second camp of "advantage is a blunt club where a fine precise tool is needed, this is <em>better</em>... but I was hoping for something <em>more</em>"</p><p>[spoiler][ATTACH=full]131618[/ATTACH]</p><p>[/spoiler]</p><p>There is a lot of new stuff hinted in the rogue doc involving traps & ways they can be used but some of it builds on choices made while leveling & references chapter12 (which we lack). <a href="https://www.enworld.org/threads/a5-rogue-proto-guide.675305/" target="_blank">Here's</a> a little rogue proto-guide that touches on points at or at least connects some dots.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8176931, member: 93670"] I;m just someguy on the internet with a recent extended glut of socially distanced free time so no special knowledge so take things with a rain of salt. From a lot of the maneuvers & such it sounds like movement & possibly specific action based AoOs will play a much bigger role than o5e, well known terminology like provoke is back in use but I'm not sure about threaten & not going back to check. While I'd love to see a more granular replacement for 5e's ultramega-sized must have feats, I regretfully haven't seen anything that gives me even a flicker of hope for that yet:cry:.. on the up side it would probably be easy to retcon into the current early state of classes as design moves along. In a way the knacks (druid excepting) are rather feat-like while most classes have one or more class specific things like sorcerer manifestations/rogue tricks/fighter steely mien/etc that to a lesser degree allow them small feat-like choices to specialize or broaden their toolkit in various ways similar to how feats in 3.5 could. I'm not sure what the final result for advantage will be as they tried minor (disadvantage/advantage[SIZE=1][I](in spoiler or pg7 f fighter doc)[/I][/SIZE] but reports from the survey were not positive about it & thinking back I remember forum discussion breaking down into camps of what quickly paraphrased from memory amounted to one camp of "advantage is dimple & elegant this breaks the beauty" and a second camp of "advantage is a blunt club where a fine precise tool is needed, this is [I]better[/I]... but I was hoping for something [I]more[/I]" [spoiler][ATTACH type="full"]131618[/ATTACH] [/spoiler] There is a lot of new stuff hinted in the rogue doc involving traps & ways they can be used but some of it builds on choices made while leveling & references chapter12 (which we lack). [URL='https://www.enworld.org/threads/a5-rogue-proto-guide.675305/']Here's[/URL] a little rogue proto-guide that touches on points at or at least connects some dots. [/QUOTE]
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