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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
What did Level Up: Advanced 5th Edition fix with regards to 5e D&D?
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<blockquote data-quote="W'rkncacnter" data-source="post: 8720666" data-attributes="member: 7033455"><p>multiclassing is...less bad. the classes seem actually (for the most part) designed to handle it, i mean. but there are still some utterly insane interactions (Ferald.) and the maneuver multiclassing rules are honestly lackluster at best and downright bewildering at worst. still, it's FAR better then regular 5e.</p><p></p><p>the weapons are more interesting. they aren't perfect (one-handed longswords make me VISCERALLY angry) but far as i can tell there's no more weapons that are flat out carbon copies of others. armors are also more interesting but i didn't really mind how armor worked that much in 5e so i wouldn't really consider this a "fix" so much as just a change.</p><p></p><p>all the capstones are interesting, if not great now...except the artificer's. the artificer's capstone sucks. which is kind of a shame, because the o5e artificer's capstone is actually pretty good.</p><p></p><p>the exploration and social pillars...exist. fantastic.</p><p></p><p>any-ability skills are now base. awesome. skills as initiative are ALSO now base. awesome. also, specialties are great.</p><p></p><p>on specialties, expertise dice. oh my GOD. i mean, personally, i probably would've split permanent expertise dice and temporary expertise dice and made permanent dice use the average to get across that they're the result of rigorous and consistent training, but that's neither here nor there. just the fact that expertise dice EXIST means that there's finally a consistent boost other then advantage you can leverage. the potential design this opens up is great. i'm honestly surprised sneak attack doesn't acknowledge them at all, they seem perfect for triggering it.</p><p></p><p>tools have a purpose. CRAFTING has RULES. THE ARTIFICER HAS A REASON TO EXIST. YES. now, honestly, i find the a5e artificer kind of subpar, but, i mean, hey, it still fits in better then the o5e artificer did.</p><p></p><p>strongholds. magic item prices. yesss. let me spend my DOSH.</p><p></p><p>maneuvers make martials much more interesting. don't know how i feel about some feat and class features being rolled into them, but, uh, hey, whatever.</p></blockquote><p></p>
[QUOTE="W'rkncacnter, post: 8720666, member: 7033455"] multiclassing is...less bad. the classes seem actually (for the most part) designed to handle it, i mean. but there are still some utterly insane interactions (Ferald.) and the maneuver multiclassing rules are honestly lackluster at best and downright bewildering at worst. still, it's FAR better then regular 5e. the weapons are more interesting. they aren't perfect (one-handed longswords make me VISCERALLY angry) but far as i can tell there's no more weapons that are flat out carbon copies of others. armors are also more interesting but i didn't really mind how armor worked that much in 5e so i wouldn't really consider this a "fix" so much as just a change. all the capstones are interesting, if not great now...except the artificer's. the artificer's capstone sucks. which is kind of a shame, because the o5e artificer's capstone is actually pretty good. the exploration and social pillars...exist. fantastic. any-ability skills are now base. awesome. skills as initiative are ALSO now base. awesome. also, specialties are great. on specialties, expertise dice. oh my GOD. i mean, personally, i probably would've split permanent expertise dice and temporary expertise dice and made permanent dice use the average to get across that they're the result of rigorous and consistent training, but that's neither here nor there. just the fact that expertise dice EXIST means that there's finally a consistent boost other then advantage you can leverage. the potential design this opens up is great. i'm honestly surprised sneak attack doesn't acknowledge them at all, they seem perfect for triggering it. tools have a purpose. CRAFTING has RULES. THE ARTIFICER HAS A REASON TO EXIST. YES. now, honestly, i find the a5e artificer kind of subpar, but, i mean, hey, it still fits in better then the o5e artificer did. strongholds. magic item prices. yesss. let me spend my DOSH. maneuvers make martials much more interesting. don't know how i feel about some feat and class features being rolled into them, but, uh, hey, whatever. [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
What did Level Up: Advanced 5th Edition fix with regards to 5e D&D?
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