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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="Tales and Chronicles" data-source="post: 8059937" data-attributes="member: 6871653"><p>In my own 10-levels take on the SRD, this is what I went with:</p><p><strong><span style="font-size: 18px">Equipment</span></strong></p><p><strong>Load</strong>. You can carry a number of items equal to your STR score. The Powerful build trait increases this number by +5.</p><ul> <li data-xf-list-type="ul">3 small items (flask of oil, meal, 1 battle worth of ammunitions) stack per load.</li> <li data-xf-list-type="ul">All items use 1 load.</li> <li data-xf-list-type="ul">Items with the heavy or two-handed trait use 2 loads.</li> <li data-xf-list-type="ul">300 coins stack per load.</li> </ul><p></p><p><strong>Armors</strong>. There’s 3 types of armor. In a regular shop, an armor costs 5 gp x its base AC. Cloaks, helms and shields costs 20 gp apiece. </p><p></p><p><em>Proficiency Required</em></p><p><u>Heavy armor</u></p><p>AC 17</p><p>Disadv to DEX (Acrobatics and Stealth), heavy, requires 13 STR</p><p>Ex: Mail hauberk, plate armor</p><p></p><p><u>Medium armor</u></p><p>AC 14 + DEX (max 2)</p><p>Disadv to DEX (Stealth)</p><p>Ex: Chain shirt, brigandine</p><p></p><p><u>Light Armor</u></p><p>AC 11 + DEX mod</p><p>Ex: Leather jerkin, gambeson</p><p></p><p><u>Others</u></p><p>Shield, +2 AC when wielded, requires 11 STR and proficiency</p><p>Helm, +1 AC, Disadv to WIS (Perception), requires 11 STR</p><p>Heavy cloak, advantage to resist effects of extreme cold, precipitations and winds.</p><p></p><p><strong>Weapon</strong>. Weapons are divided in categories.In a regular shop, a weapon costs 5 gp + (3 x its maximum damage). Ammunition cost 1 gp for 1 battle worth of arrows, bolts and stones.</p><p></p><ul> <li data-xf-list-type="ul">Melee works in close range (5’); two-handed have reach (10’)</li> <li data-xf-list-type="ul">Ranged suited for ranged attacks disadv in melee and beyond short range (2 x STR score in feet) up to max reach (5 x STR score in feet)</li> </ul><p></p><p><em>Proficiency Required</em></p><p></p><p><u>Natural</u></p><p>Natural weapon are not considered weapons when it comes to classes features. They cannot be removed from you or lost. </p><p>Ex: breath weapons, claws and fangs</p><p></p><p><u>Simple</u> </p><p>Easy to use but weak</p><ul> <li data-xf-list-type="ul">One hand or ranged/thrown: 1d6 damage</li> <li data-xf-list-type="ul">Two hand: 1d8 damage</li> <li data-xf-list-type="ul">Dual 1h: 2d6 dmg, take best single d6 result</li> </ul><p>Ex: Clubs, spears, hunter bows</p><p></p><p><u>Martial</u></p><p>More complex and powerful</p><ul> <li data-xf-list-type="ul">One hand or ranged/thrown: 1d8 damage</li> <li data-xf-list-type="ul"> Two hand: 1d12 damage</li> <li data-xf-list-type="ul"> Dual 1h: 2d8 dmg, take best single d8 result</li> </ul><p>Ex: Swords, halberds, war bows</p><p></p><p><strong>Traits</strong>: At the DM’s discretion, some weapons gain trait allowing special abilities. </p><ul> <li data-xf-list-type="ul">Finesse: can be use DEX instead of STR for attack and damage rolls (ex: dagger).</li> <li data-xf-list-type="ul">Two-hands: This weapon requires to hands to use (ex: longbows).</li> <li data-xf-list-type="ul">Heavy: A small creature using this weapon has disadvantage on attack rolls. (halberd).</li> <li data-xf-list-type="ul">Bludgeoning/Piercing/Slashing/Silvered/Magic: Some creatures have special resistances, immunities or vulnerabilities to specific damage types. (ex: skeletons are vulnerable to bludgeoning damage).</li> </ul><p></p><p><strong>Light and darkness.</strong> There is 4 level of lighting: Darkness - Dim - Normal - Bright.</p><p>Dim light grants ½ cover to all creatures and gives disadvantage to ability checks relying in sight within it while darkness grants total cover. </p><p>Bright light makes it impossible to all creatures to hide and creatures have advantage on WIS (Perception) and INT (Investigation) checks. Creatures with darkvision increase the level of lighting by +1 in their vision range.</p><p></p><p><strong>Supplies</strong>. Here you’ll find a list of some sundries you may require on your adventures. </p><p></p><table style='width: 100%'><tr><td>Acid (vial) 25 gp <br /> Alchemist's fire (flask) 50 gp <br /> Antitoxin (vial) 50 gp <br /> Arcane focus 20 gp <br /> Artisan’s tools 40 gp<br /> Backpack 2 gp <br /> Bedroll 1 gp <br /> Chest 5 gp <br /> Druidic focus 5 gp <br /> Gambler’s set 5 gp<br /> Grappling hook 2 gp<br /> Healer's Kit (5 uses) 25 gp <br /> Holy symbol 15 gp <br /> Holy water (flask) 25 gp <br /> Kit, climber's 25 gp <br /> Kit, forgery 15 gp <br /> Kit, herbalism 5 gp </td><td>Kit, poisoner's 50 gp <br /> Lamp 5 gp <br /> Magnifying glass 100 gp<br /> Meal (1 day) 10 sp<br /> Musical instruments 30 gp<br /> Navigator's tools 25 gp<br /> Oil (flask) 1 sp<br /> Paper (one sheet) 2 sp<br /> Potion of healing 50 gp<br /> Rope, hempen (50 feet) 1 gp<br /> Spellbook 50 gp<br /> Spyglass 1,000 gp <br /> Tent, two-person 2 gp<br /> Thieve’s tools 25 gp<br /> Tinderbox 5 sp<br /> Torch 1 cp<br /> Vial 1 gp<br /> Waterskin 2 sp<br /> </td></tr></table><p></p><p>But in the end, I guess that if you want to go with an Advanced version of 5e, you'd better focus on more options and granularity. For A5E, I'd go with more distinct weapons, maybe inspired by the more recent weapon feats.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8059937, member: 6871653"] In my own 10-levels take on the SRD, this is what I went with: [B][SIZE=5]Equipment[/SIZE] Load[/B]. You can carry a number of items equal to your STR score. The Powerful build trait increases this number by +5. [LIST] [*]3 small items (flask of oil, meal, 1 battle worth of ammunitions) stack per load. [*]All items use 1 load. [*]Items with the heavy or two-handed trait use 2 loads. [*]300 coins stack per load. [/LIST] [B]Armors[/B]. There’s 3 types of armor. In a regular shop, an armor costs 5 gp x its base AC. Cloaks, helms and shields costs 20 gp apiece. [I]Proficiency Required[/I] [U]Heavy armor[/U] AC 17 Disadv to DEX (Acrobatics and Stealth), heavy, requires 13 STR Ex: Mail hauberk, plate armor [U]Medium armor[/U] AC 14 + DEX (max 2) Disadv to DEX (Stealth) Ex: Chain shirt, brigandine [U]Light Armor[/U] AC 11 + DEX mod Ex: Leather jerkin, gambeson [U]Others[/U] Shield, +2 AC when wielded, requires 11 STR and proficiency Helm, +1 AC, Disadv to WIS (Perception), requires 11 STR Heavy cloak, advantage to resist effects of extreme cold, precipitations and winds. [B]Weapon[/B]. Weapons are divided in categories.In a regular shop, a weapon costs 5 gp + (3 x its maximum damage). Ammunition cost 1 gp for 1 battle worth of arrows, bolts and stones. [LIST] [*]Melee works in close range (5’); two-handed have reach (10’) [*]Ranged suited for ranged attacks disadv in melee and beyond short range (2 x STR score in feet) up to max reach (5 x STR score in feet) [/LIST] [I]Proficiency Required[/I] [U]Natural[/U] Natural weapon are not considered weapons when it comes to classes features. They cannot be removed from you or lost. Ex: breath weapons, claws and fangs [U]Simple[/U] Easy to use but weak [LIST] [*]One hand or ranged/thrown: 1d6 damage [*]Two hand: 1d8 damage [*]Dual 1h: 2d6 dmg, take best single d6 result [/LIST] Ex: Clubs, spears, hunter bows [U]Martial[/U] More complex and powerful [LIST] [*]One hand or ranged/thrown: 1d8 damage [*] Two hand: 1d12 damage [*] Dual 1h: 2d8 dmg, take best single d8 result [/LIST] Ex: Swords, halberds, war bows [B]Traits[/B]: At the DM’s discretion, some weapons gain trait allowing special abilities. [LIST] [*]Finesse: can be use DEX instead of STR for attack and damage rolls (ex: dagger). [*]Two-hands: This weapon requires to hands to use (ex: longbows). [*]Heavy: A small creature using this weapon has disadvantage on attack rolls. (halberd). [*]Bludgeoning/Piercing/Slashing/Silvered/Magic: Some creatures have special resistances, immunities or vulnerabilities to specific damage types. (ex: skeletons are vulnerable to bludgeoning damage). [/LIST] [B]Light and darkness.[/B] There is 4 level of lighting: Darkness - Dim - Normal - Bright. Dim light grants ½ cover to all creatures and gives disadvantage to ability checks relying in sight within it while darkness grants total cover. Bright light makes it impossible to all creatures to hide and creatures have advantage on WIS (Perception) and INT (Investigation) checks. Creatures with darkvision increase the level of lighting by +1 in their vision range. [B]Supplies[/B]. Here you’ll find a list of some sundries you may require on your adventures. [TABLE] [TR] [TD]Acid (vial) 25 gp Alchemist's fire (flask) 50 gp Antitoxin (vial) 50 gp Arcane focus 20 gp Artisan’s tools 40 gp Backpack 2 gp Bedroll 1 gp Chest 5 gp Druidic focus 5 gp Gambler’s set 5 gp Grappling hook 2 gp Healer's Kit (5 uses) 25 gp Holy symbol 15 gp Holy water (flask) 25 gp Kit, climber's 25 gp Kit, forgery 15 gp Kit, herbalism 5 gp [/TD] [TD]Kit, poisoner's 50 gp Lamp 5 gp Magnifying glass 100 gp Meal (1 day) 10 sp Musical instruments 30 gp Navigator's tools 25 gp Oil (flask) 1 sp Paper (one sheet) 2 sp Potion of healing 50 gp Rope, hempen (50 feet) 1 gp Spellbook 50 gp Spyglass 1,000 gp Tent, two-person 2 gp Thieve’s tools 25 gp Tinderbox 5 sp Torch 1 cp Vial 1 gp Waterskin 2 sp [/TD] [/TR] [/TABLE] But in the end, I guess that if you want to go with an Advanced version of 5e, you'd better focus on more options and granularity. For A5E, I'd go with more distinct weapons, maybe inspired by the more recent weapon feats. [/QUOTE]
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[+] What features should a "Advanced 5E" have?
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