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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="Giauz" data-source="post: 8067088" data-attributes="member: 7025858"><p>Things I might want to try in Advanced 5e are:</p><p></p><p>Skills like in more story-oriented games to cede more DM controls to the players. This would allow to players to tailor adventures more to what they imagine their stories being.</p><p></p><p>More ways to differentiate one PC of x class and y race from another with the same x and y. Perhaps get rid of the idea of proficiency and expand on what skills can do rather than just leaving that up to DM fiat.</p><p></p><p>Going with this is more opportunities to use the full range of the 7 standard dice. Maybe different skills use different dice or combos of dice.</p><p></p><p>Simple rules for making the environment part of the PCs' inventories. For example, almost anything can be a weapon.</p><p></p><p>Two HP systems. One that is large and easily lost, but is impractical to heal to full (represents danger over many encounters). The second is a very small pool of HP that is hard to lose, produces chronic or permanent penalties when lost, and is easy to replenish (represents danger "in the moment" and major wounds or impairments). I detail such a system in the Deadlier Encounters thread.</p><p></p><p>Perhaps I'll add more later or refine my thoughts.</p></blockquote><p></p>
[QUOTE="Giauz, post: 8067088, member: 7025858"] Things I might want to try in Advanced 5e are: Skills like in more story-oriented games to cede more DM controls to the players. This would allow to players to tailor adventures more to what they imagine their stories being. More ways to differentiate one PC of x class and y race from another with the same x and y. Perhaps get rid of the idea of proficiency and expand on what skills can do rather than just leaving that up to DM fiat. Going with this is more opportunities to use the full range of the 7 standard dice. Maybe different skills use different dice or combos of dice. Simple rules for making the environment part of the PCs' inventories. For example, almost anything can be a weapon. Two HP systems. One that is large and easily lost, but is impractical to heal to full (represents danger over many encounters). The second is a very small pool of HP that is hard to lose, produces chronic or permanent penalties when lost, and is easy to replenish (represents danger "in the moment" and major wounds or impairments). I detail such a system in the Deadlier Encounters thread. Perhaps I'll add more later or refine my thoughts. [/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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