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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="Fenris-77" data-source="post: 8059932" data-attributes="member: 6993955"><p>A couple more unrelated thoughts:</p><p></p><p>On weapon distinction. Rather than have a long list of separate weapons where a long sword does X, a short sword does Y, and a great sword does Z, you could have a short list of basic templates and a list tags or descriptors that provide additional effect. So three fighters could three quite different swords that reflect their style or whatever. I can think of a dozen ways to make that really cool without thinking too hard. Armour could actually be handled the same way. </p><p></p><p>Something else that occurred to me is encumbrance. It often gets handwaved, and when it doesn't it's not what I'd call usefully complex. If you look at some of the really great stuff some of the OSR games have done (Black Hack springs to mind) there's room for some additional tactical depth there for sure. Not that you necessarily want to go in the OSR direction generally, but there are some really awesome mechanics in some of those games.</p><p></p><p>Also, a more general idea, if you ask people what rules they most often actually hack into their 5E games, rather than just what they'd like, I bet you'd get a pretty different looking list of examples. Maybe for the survey part of what you guys have planned, IDK.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8059932, member: 6993955"] A couple more unrelated thoughts: On weapon distinction. Rather than have a long list of separate weapons where a long sword does X, a short sword does Y, and a great sword does Z, you could have a short list of basic templates and a list tags or descriptors that provide additional effect. So three fighters could three quite different swords that reflect their style or whatever. I can think of a dozen ways to make that really cool without thinking too hard. Armour could actually be handled the same way. Something else that occurred to me is encumbrance. It often gets handwaved, and when it doesn't it's not what I'd call usefully complex. If you look at some of the really great stuff some of the OSR games have done (Black Hack springs to mind) there's room for some additional tactical depth there for sure. Not that you necessarily want to go in the OSR direction generally, but there are some really awesome mechanics in some of those games. Also, a more general idea, if you ask people what rules they most often actually hack into their 5E games, rather than just what they'd like, I bet you'd get a pretty different looking list of examples. Maybe for the survey part of what you guys have planned, IDK. [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
[+] What features should a "Advanced 5E" have?
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