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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="ThatGuySteve" data-source="post: 8060671" data-attributes="member: 7025775"><p><strong>Themes</strong></p><p>Bring back Themes as a extra choice at character creation. Grant bonuses/special abilities as you level up. Vastly increases the range of archetypes achievable without creating loads of base classes. If you want a warlord mix Tactician with Fighter, Paladin or Ranger. Mix Tactician with Rogue to get your burglar who plans the perfect heist. Eg</p><ul> <li data-xf-list-type="ul">Tactician - Help as a bonus action, use action to grant allies a move/attack as a reaction</li> <li data-xf-list-type="ul">Leader - bard style inspiration, grant temporary hit point Inspiring Leader style</li> <li data-xf-list-type="ul">Bounty Hunter - bonuses tracking/attacking marked quarry</li> <li data-xf-list-type="ul">Ritualist - learn and cast ritual spells</li> </ul><p></p><p><strong>Rituals</strong></p><p>Separate Rituals from regular spells. </p><p>Make rituals skill based, use passive skill on lower level rituals (Unseen Servant - Arcana check determines how many servants you summon. Water Breathing - Nature check determines how many creatures you can affect).</p><p>Make more utility spells into rituals (Secret Chest) and more high level rituals.</p><p></p><p><strong>Race/Ancestry</strong></p><p>Ditch ability score bonuses and make special abilities highlight the differences. Eg half-orcs Relentless Endurance and Savage Attacks tell you they are strong and tough. Skill proficiency/feat tell you that humans are adaptable. Wood Elves Fleet of Foot and Mask of the Wild/Keen Senses tell you they are nimble and in tune with their surroundings.</p><p></p><p>You can tell a lot more about an ancestry by giving them a unique special ability than just a generic stat bump. Stops players feeling like they need to pick the "right" race to get a decent score in their main stat.</p></blockquote><p></p>
[QUOTE="ThatGuySteve, post: 8060671, member: 7025775"] [B]Themes[/B] Bring back Themes as a extra choice at character creation. Grant bonuses/special abilities as you level up. Vastly increases the range of archetypes achievable without creating loads of base classes. If you want a warlord mix Tactician with Fighter, Paladin or Ranger. Mix Tactician with Rogue to get your burglar who plans the perfect heist. Eg [LIST] [*]Tactician - Help as a bonus action, use action to grant allies a move/attack as a reaction [*]Leader - bard style inspiration, grant temporary hit point Inspiring Leader style [*]Bounty Hunter - bonuses tracking/attacking marked quarry [*]Ritualist - learn and cast ritual spells [/LIST] [B]Rituals[/B] Separate Rituals from regular spells. Make rituals skill based, use passive skill on lower level rituals (Unseen Servant - Arcana check determines how many servants you summon. Water Breathing - Nature check determines how many creatures you can affect). Make more utility spells into rituals (Secret Chest) and more high level rituals. [B]Race/Ancestry[/B] Ditch ability score bonuses and make special abilities highlight the differences. Eg half-orcs Relentless Endurance and Savage Attacks tell you they are strong and tough. Skill proficiency/feat tell you that humans are adaptable. Wood Elves Fleet of Foot and Mask of the Wild/Keen Senses tell you they are nimble and in tune with their surroundings. You can tell a lot more about an ancestry by giving them a unique special ability than just a generic stat bump. Stops players feeling like they need to pick the "right" race to get a decent score in their main stat. [/QUOTE]
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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
[+] What features should a "Advanced 5E" have?
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