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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
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<blockquote data-quote="Novak" data-source="post: 8664984" data-attributes="member: 98856"><p>I came for two main reasons:</p><p></p><p>First, I think O5e characters and level progression are very uninspiring for most classes. I'm not an expert in O5e, but the main mechanisms of distinction for most classes seem to be subclasses, which I find very limiting. This is one area where I think A5e shines. There are a lot of decisions to make at every level for every class, and most if not all of them are meaningful. Font sizes aside, the number of pages dedicated to an average class is much larger in A5e than O5e. </p><p></p><p>This does come with some complexity, of course. There are no longer any "simple" classes, and the martials' Combat Maneuvers are effectively spells in a different hierarchy with different names and applicability. And I can't say I love every single ability and choice. But overall I like it a lot, and getting rid of what I don't is probably minor surgery. (One possible exception or area of concern are followers and strongholds-- for some campaigns they'll be brilliant, but for others not so much. And that's a big thing to take away from a Warlord.)</p><p></p><p>Second, I was interested in the expansion of the Exploration Pillar and the abstracted mechanics of Supply from the outset. Here, I want to stress that my verdict is still out for a number of reasons:</p><ul> <li data-xf-list-type="ul">I only had a chance to skim the rules when the PDFs came out (which was a while ago, obviously) and have not had time to read deeply, since.</li> <li data-xf-list-type="ul">At first glance, they <em>seem </em>somewhat reliant on random encounters. I am not a fan of random encounters, I'm more a GM that likes even seemingly-random encounters to be somewhere for a reason. But in retrospect, I'm not sure what else I could have expected. So this is not a condemnation, just a realization that maybe what I'm looking for cannot be found. </li> <li data-xf-list-type="ul">But, on the other hand, the link I thought I saw between the Rest Economy and Supply (which, if I understand it, is basically the requirement that if you want to laze the day away with an extra long rest, you need to burn a bunch of Supply... or acquire Fatigue) is interesting and thought provoking. </li> <li data-xf-list-type="ul">Finally, I'm a little concerned that Exploration needs to be a near-constant presence, or the classes and options that rely on it become unviable. I.e., if my campaign structure is that levels 1-2 are in a town, levels 3-4 are exploration outside, levels 5-6 are in a big city, etc, does playing a Ranger or taking any knacks that focus on exploration make sense? Maybe, maybe not, but it's a concern and potentially exerts a lot of force over how I have to think about arcs, etc. </li> </ul><p>Basically, I need to read and very carefully consider the whole ruleset for Exploration and think carefully about what options it opens up for me, what options it shuts down, and whether my ideas for games fit comfortably with it.</p></blockquote><p></p>
[QUOTE="Novak, post: 8664984, member: 98856"] I came for two main reasons: First, I think O5e characters and level progression are very uninspiring for most classes. I'm not an expert in O5e, but the main mechanisms of distinction for most classes seem to be subclasses, which I find very limiting. This is one area where I think A5e shines. There are a lot of decisions to make at every level for every class, and most if not all of them are meaningful. Font sizes aside, the number of pages dedicated to an average class is much larger in A5e than O5e. This does come with some complexity, of course. There are no longer any "simple" classes, and the martials' Combat Maneuvers are effectively spells in a different hierarchy with different names and applicability. And I can't say I love every single ability and choice. But overall I like it a lot, and getting rid of what I don't is probably minor surgery. (One possible exception or area of concern are followers and strongholds-- for some campaigns they'll be brilliant, but for others not so much. And that's a big thing to take away from a Warlord.) Second, I was interested in the expansion of the Exploration Pillar and the abstracted mechanics of Supply from the outset. Here, I want to stress that my verdict is still out for a number of reasons: [LIST] [*]I only had a chance to skim the rules when the PDFs came out (which was a while ago, obviously) and have not had time to read deeply, since. [*]At first glance, they [I]seem [/I]somewhat reliant on random encounters. I am not a fan of random encounters, I'm more a GM that likes even seemingly-random encounters to be somewhere for a reason. But in retrospect, I'm not sure what else I could have expected. So this is not a condemnation, just a realization that maybe what I'm looking for cannot be found. [*]But, on the other hand, the link I thought I saw between the Rest Economy and Supply (which, if I understand it, is basically the requirement that if you want to laze the day away with an extra long rest, you need to burn a bunch of Supply... or acquire Fatigue) is interesting and thought provoking. [*]Finally, I'm a little concerned that Exploration needs to be a near-constant presence, or the classes and options that rely on it become unviable. I.e., if my campaign structure is that levels 1-2 are in a town, levels 3-4 are exploration outside, levels 5-6 are in a big city, etc, does playing a Ranger or taking any knacks that focus on exploration make sense? Maybe, maybe not, but it's a concern and potentially exerts a lot of force over how I have to think about arcs, etc. [/LIST] Basically, I need to read and very carefully consider the whole ruleset for Exploration and think carefully about what options it opens up for me, what options it shuts down, and whether my ideas for games fit comfortably with it. [/QUOTE]
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