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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
[+] What features should a "Advanced 5E" have?
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<blockquote data-quote="Mercurius" data-source="post: 8058835" data-attributes="member: 59082"><p>Without having read the thread, I think WotC could address a lot of the social-cultural issues with an "advanced" book, without overly inciting controversies.</p><p></p><p>Take, for instance, racial adjustments. An advanced book could offer alternate rules for a more customizable approach. Keep the default as is, because it works for the majority of folks and is relatively straightforward, but add alternate rules.</p><p></p><p>Similarly with alignment and other sub-systems. Offer guidance and options on alternate approaches, but keep the default as is.</p><p></p><p>And of course psionics, non-Vancian magic, etc. Basically a toolbox for customizing the game in ways that differ from the core, while still resting on the 5E chassis. This might include more explicit complexity dialing, tactical combat, and so on. Stuff that's already around, but could be explicated further.</p><p></p><p>And this: an alternate pathway beyond 20th level: 21st-30th, maybe beyond. Rules for immortal play. How to transition from "superhero" to demigod.</p><p></p><p>I'd also like to see guidance for more structural customization: how to build a new class or race?</p><p></p><p>In all of this, "advanced D&D" should be--in my opinion--a toolbox of customizations, not a separate or inseparable set of rules that you either use wholesale or not. It should be add-ons, which you can take piecemeal from. Of course most folks will use it that way regardless of intention, but it should be designed with that approach in mind. This allows for future products to remain cohesive; that is, not splitting the game into two versions, but still one version that can be approached in a variety of ways.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 8058835, member: 59082"] Without having read the thread, I think WotC could address a lot of the social-cultural issues with an "advanced" book, without overly inciting controversies. Take, for instance, racial adjustments. An advanced book could offer alternate rules for a more customizable approach. Keep the default as is, because it works for the majority of folks and is relatively straightforward, but add alternate rules. Similarly with alignment and other sub-systems. Offer guidance and options on alternate approaches, but keep the default as is. And of course psionics, non-Vancian magic, etc. Basically a toolbox for customizing the game in ways that differ from the core, while still resting on the 5E chassis. This might include more explicit complexity dialing, tactical combat, and so on. Stuff that's already around, but could be explicated further. And this: an alternate pathway beyond 20th level: 21st-30th, maybe beyond. Rules for immortal play. How to transition from "superhero" to demigod. I'd also like to see guidance for more structural customization: how to build a new class or race? In all of this, "advanced D&D" should be--in my opinion--a toolbox of customizations, not a separate or inseparable set of rules that you either use wholesale or not. It should be add-ons, which you can take piecemeal from. Of course most folks will use it that way regardless of intention, but it should be designed with that approach in mind. This allows for future products to remain cohesive; that is, not splitting the game into two versions, but still one version that can be approached in a variety of ways. [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
[+] What features should a "Advanced 5E" have?
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