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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="Stacie GmrGrl" data-source="post: 8060214" data-attributes="member: 86279"><p>Number 1...Customization. </p><p></p><p>Right now 5e is a Theme Park game. All of your prominent character choices are made the first 3 levels, and then your only chouce is to pick a Feat or not. If the DM allows multiclassing, you get more options. So once you're at level 4, you're set on your Class Theme Park. No more class choices.</p><p></p><p>So Customization. </p><p></p><p>Some 3rd party books to possibly consider looking at is the Stargate rpg beta, Ultramodern 5e redux, and 5e Hardcore mode by Runehammer. Each takes the core 5e chassis and changes it in some way. </p><p></p><p>Number 2... Make the first 3 levels mean something. Right now you burn through the first 3 levels so fast that they are irrelevant. And considering that these are the primary levels where you currently make all your choices that sets up all the rest of your Class levels, these levels should mean something. </p><p></p><p>Number 3... More tactical options. If this is to be an Advanced 5e, than combat should be, well, Advanced. Not saying it has to be like 4e, but maybe like the combat options in the games Fantasy Craft or Astonishing Swordsman & Sorcerers of Hyperborea 2e. Combat Actions and Maneuvers that anybody can do. </p><p></p><p>Number 4... Implement a form of Skill Challenges, but maybe in the form of Circles from Blades in the Dark. </p><p></p><p>Number 5... DM Tools. Maybe hire Kevin Crawford for this, if he's willing. He has always had the best GM tools in his games. </p><p></p><p>Number 6... Have Class options but no Sub classes. Just have options of choice and let players build their ideal sub class from the options. You can even do a Classless Option. Look at Talislanta 5e for an example.</p></blockquote><p></p>
[QUOTE="Stacie GmrGrl, post: 8060214, member: 86279"] Number 1...Customization. Right now 5e is a Theme Park game. All of your prominent character choices are made the first 3 levels, and then your only chouce is to pick a Feat or not. If the DM allows multiclassing, you get more options. So once you're at level 4, you're set on your Class Theme Park. No more class choices. So Customization. Some 3rd party books to possibly consider looking at is the Stargate rpg beta, Ultramodern 5e redux, and 5e Hardcore mode by Runehammer. Each takes the core 5e chassis and changes it in some way. Number 2... Make the first 3 levels mean something. Right now you burn through the first 3 levels so fast that they are irrelevant. And considering that these are the primary levels where you currently make all your choices that sets up all the rest of your Class levels, these levels should mean something. Number 3... More tactical options. If this is to be an Advanced 5e, than combat should be, well, Advanced. Not saying it has to be like 4e, but maybe like the combat options in the games Fantasy Craft or Astonishing Swordsman & Sorcerers of Hyperborea 2e. Combat Actions and Maneuvers that anybody can do. Number 4... Implement a form of Skill Challenges, but maybe in the form of Circles from Blades in the Dark. Number 5... DM Tools. Maybe hire Kevin Crawford for this, if he's willing. He has always had the best GM tools in his games. Number 6... Have Class options but no Sub classes. Just have options of choice and let players build their ideal sub class from the options. You can even do a Classless Option. Look at Talislanta 5e for an example. [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
[+] What features should a "Advanced 5E" have?
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