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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="Guest 6801328" data-source="post: 8059600"><p>Reading this thread, I keep seeing several categories of suggestions that I think are off-base:</p><ol> <li data-xf-list-type="ol">Those that are really just wishes for it to be more like previous editions.</li> <li data-xf-list-type="ol">Those that come from somebody's wish list for an RPG, but aren't really D&D</li> <li data-xf-list-type="ol">Those that are just 5e but with more options.</li> </ol><p>I think an "Advanced 5e" needs to adhere to the spirit of D&D 5e, but loosening up (somewhat) on the design goal of making it simple and accessible.</p><p></p><p>Some examples (not all of which I'm necessarily advocating for)</p><ul> <li data-xf-list-type="ul">More complex initiative/turn order system</li> <li data-xf-list-type="ul">More complex concentration rules</li> <li data-xf-list-type="ul">More tactical combat options</li> <li data-xf-list-type="ul">Some kind of accounting system that gates when short/long rests can happen</li> <li data-xf-list-type="ul">More uses for hit dice</li> <li data-xf-list-type="ul">A more mechanistic system for generating Inspiration, and maybe more uses for Inspiration</li> <li data-xf-list-type="ul">Increasing the complexity of class/subclass features, without really changing their spirit. For example, making some features more powerful, but on a resource rather than at-will, or making them come with a trade-off.</li> <li data-xf-list-type="ul">New character creation methods (e.g. attribute generation, or a system where you can take special bonuses in return for also taking flaws.)</li> </ul><p>I think a litmus test for success would be if a given campaign could freely switch between regular and advanced rules using the same characters.</p><p></p><p>Also, if [USER=1]@Morrus[/USER] & Co. are planning to release an "Advanced 5e" book, it's going to sell a bazillion copies.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 8059600"] Reading this thread, I keep seeing several categories of suggestions that I think are off-base: [LIST=1] [*]Those that are really just wishes for it to be more like previous editions. [*]Those that come from somebody's wish list for an RPG, but aren't really D&D [*]Those that are just 5e but with more options. [/LIST] I think an "Advanced 5e" needs to adhere to the spirit of D&D 5e, but loosening up (somewhat) on the design goal of making it simple and accessible. Some examples (not all of which I'm necessarily advocating for) [LIST] [*]More complex initiative/turn order system [*]More complex concentration rules [*]More tactical combat options [*]Some kind of accounting system that gates when short/long rests can happen [*]More uses for hit dice [*]A more mechanistic system for generating Inspiration, and maybe more uses for Inspiration [*]Increasing the complexity of class/subclass features, without really changing their spirit. For example, making some features more powerful, but on a resource rather than at-will, or making them come with a trade-off. [*]New character creation methods (e.g. attribute generation, or a system where you can take special bonuses in return for also taking flaws.) [/LIST] I think a litmus test for success would be if a given campaign could freely switch between regular and advanced rules using the same characters. Also, if [USER=1]@Morrus[/USER] & Co. are planning to release an "Advanced 5e" book, it's going to sell a bazillion copies. [/QUOTE]
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[+] What features should a "Advanced 5E" have?
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