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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="Stalker0" data-source="post: 8721120" data-attributes="member: 5889"><p>So I think the key is splitting the fixes from the "adapted to my preferences". The weapons are a good example of the latter, I don't think the 5e weapons are "bad", they are just less interesting than I would like, and so LU made an improvement there. But I wouldn't call it that a fix.</p><p></p><p>I would say the introduction of fatigue when you drop to 0 helps address the healing yoyo. A number of monsters gaining new reaction and bonus action abilities help get the Monster's main strengths onto the battlefield in round 1, whereas in the 5e by the time some monsters have gotten their signature abilities going they are already dead.</p><p></p><p>The Adept class addresses a lot of the weaknesses of the monk, both in terms of mechanics and flavor. While other classes improve on the core design, I think the adept class is strong enough (and the monk class weak enough) to be a "fix".</p><p></p><p>Adding magic item crafting/prices and strongholds corrects one of 5e's biggest flaws, the "what do I do with all my treasure?" problem.</p><p></p><p>TWF received a fix with the updated rules.</p><p></p><p>Maneuvers have generally given some power back to melee over ranged, while there are some bow maneuvers they are few and far between, and so melee overall got a boost. It might be too early to say if it "fixed" the ranged vs melee disparity, time will tell on that one.</p><p></p><p>I do think of a lot of the knacks and such have helped the "what do I do during investigations" problem. In 5e, you generally have a few characters that handle everything for these scenes, and so they tend to grab a lot of screentime. In LU this is more balanced, as everyone pulls out their cooky knack ability that does X to add more information about the scene.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8721120, member: 5889"] So I think the key is splitting the fixes from the "adapted to my preferences". The weapons are a good example of the latter, I don't think the 5e weapons are "bad", they are just less interesting than I would like, and so LU made an improvement there. But I wouldn't call it that a fix. I would say the introduction of fatigue when you drop to 0 helps address the healing yoyo. A number of monsters gaining new reaction and bonus action abilities help get the Monster's main strengths onto the battlefield in round 1, whereas in the 5e by the time some monsters have gotten their signature abilities going they are already dead. The Adept class addresses a lot of the weaknesses of the monk, both in terms of mechanics and flavor. While other classes improve on the core design, I think the adept class is strong enough (and the monk class weak enough) to be a "fix". Adding magic item crafting/prices and strongholds corrects one of 5e's biggest flaws, the "what do I do with all my treasure?" problem. TWF received a fix with the updated rules. Maneuvers have generally given some power back to melee over ranged, while there are some bow maneuvers they are few and far between, and so melee overall got a boost. It might be too early to say if it "fixed" the ranged vs melee disparity, time will tell on that one. I do think of a lot of the knacks and such have helped the "what do I do during investigations" problem. In 5e, you generally have a few characters that handle everything for these scenes, and so they tend to grab a lot of screentime. In LU this is more balanced, as everyone pulls out their cooky knack ability that does X to add more information about the scene. [/QUOTE]
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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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