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Level Up: Advanced 5th Edition (A5E)
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<blockquote data-quote="tetrasodium" data-source="post: 8665336" data-attributes="member: 93670"><p>There are areas that I wish were more different & not so o5e compatible*, but having run it weekly since about two weeks after we got the rules several months ago I think that your assessment is off the mark. Others have mentioned things like completed crafting rules, reworked monster math, more granular characters creation /development, synergy feats, & modifications to classes like warlock... But it's much deeper than that. Many of the changes are seemingly small things that have a much bigger impact than they look like at first glance until you start looking deeper or see them play out at the table</p><p></p><p>In o5e multiclass dips are completely foreseeable rocket boot powered leaps towards punpun levels of charop idiocy, that's not the same thanks to many things like eldritch blast being a class feature that grows through selections made while advancing warlock levels. Sure there are some amazing synergy feats available to warlocks, but all of them require three non warlock levels & the resulting hybrids will be behind a straight warlock when it comes to being a warlock but ahead in other areas not really even an option to the straight warlock. Thanks to that granularity character a & character b are likely to quickly grow viscerally different at the table even if they are the same heratige background & class/archetypes at level one& archetype split level for the class </p><p></p><p>That kind of added forethought and small changes continues into areas like rules no longer being written to obliviate problems. Give someone a couple of levels of fatigue or strife & just don't provide a haven you'll find out real quick that there is almost no way to shed it outside some high cost once per month (?) strongholds. The same is true of recovering supply where there are no trivial outlsnder/goodberry level obliviation abilities.</p><p></p><p></p><p>Once you start reading more deeply into the rules yiu can see some of that. I'd suggest starting by looking at what fatigue & strife do with the foreknowledge that going down & coming back up from zero causes a level of fatigue while being crit while down can impose the attacker's choice of death save fails a evel of fatigue or a level of strife each attack. I'm out on My phone & can't give page numbers for that but the fatigue & strife is towards the back in tracked conditions & the rest in a section on getting crit while.... down(?) </p><p>* I think or hope delvers guide might be the place for some of them</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8665336, member: 93670"] There are areas that I wish were more different & not so o5e compatible*, but having run it weekly since about two weeks after we got the rules several months ago I think that your assessment is off the mark. Others have mentioned things like completed crafting rules, reworked monster math, more granular characters creation /development, synergy feats, & modifications to classes like warlock... But it's much deeper than that. Many of the changes are seemingly small things that have a much bigger impact than they look like at first glance until you start looking deeper or see them play out at the table In o5e multiclass dips are completely foreseeable rocket boot powered leaps towards punpun levels of charop idiocy, that's not the same thanks to many things like eldritch blast being a class feature that grows through selections made while advancing warlock levels. Sure there are some amazing synergy feats available to warlocks, but all of them require three non warlock levels & the resulting hybrids will be behind a straight warlock when it comes to being a warlock but ahead in other areas not really even an option to the straight warlock. Thanks to that granularity character a & character b are likely to quickly grow viscerally different at the table even if they are the same heratige background & class/archetypes at level one& archetype split level for the class That kind of added forethought and small changes continues into areas like rules no longer being written to obliviate problems. Give someone a couple of levels of fatigue or strife & just don't provide a haven you'll find out real quick that there is almost no way to shed it outside some high cost once per month (?) strongholds. The same is true of recovering supply where there are no trivial outlsnder/goodberry level obliviation abilities. Once you start reading more deeply into the rules yiu can see some of that. I'd suggest starting by looking at what fatigue & strife do with the foreknowledge that going down & coming back up from zero causes a level of fatigue while being crit while down can impose the attacker's choice of death save fails a evel of fatigue or a level of strife each attack. I'm out on My phone & can't give page numbers for that but the fatigue & strife is towards the back in tracked conditions & the rest in a section on getting crit while.... down(?) * I think or hope delvers guide might be the place for some of them [/QUOTE]
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