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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
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<blockquote data-quote="Ondath" data-source="post: 8665584" data-attributes="member: 7031770"><p>I think the reaction you had is tied to A5E using the same chassis as O5E to a great extent, which makes the two systems very similar - but only superficially. A5E uses a lot of stuff from 5E's toolbox, but usually in wildly different ways, and it's these subtle differences that really make it a different (and IMO better) system. I haven't read the comments before, so I might be repeating some stuff others have already said.</p><ul> <li data-xf-list-type="ul">The exploration pillar is really fleshed out. O5E's exploration rules are fairly barebones and don't really tell you how to run interesting exploration encounters unless you already know how to do that from the earlier editions of the game. A5E adds things like specific exploration challenges, detailed region tables and general advice on how to handle travel that really fleshes out this pillar. (though I should say that as much as A5E fleshed out exploration, they similarly <em>abandoned</em> any guidance on social encounters. I was really disappointed by Trials & Treasures when the only guidance for social encounters was a list of traits an NPC might have. Compare that to O5E DMG's excellent guidelines on setting DCs for requests according to the difficulty of the request and the opponent's demeanor, and I really think A5E's social encounter rules feel wafer thin.)</li> <li data-xf-list-type="ul">A lot of player options are expanded, adding some stuff that you could theoretically homebrew to your O5E game, but which required a lot of menial work. Strongholds are the standout to me, as I couldn't find a stronghold system that satisfied me in 5E until Level Up. The fact that the strongholds' benefits come from stronghold feats that give more stuff the more money you spend also means that you've effectively got guidance on how much money you can spend to get a feat of a specific utility. You can expand on this idea to add things like special training that takes money but grants you a new feat or balancing the party's treasure with extra boons. Also, a lot more mundane item options like armour and weapons from different materials, hirelings and nonmagical healing items.</li> <li data-xf-list-type="ul">The Monstrous Menagerie redesigns every classic monster to make them more interesting and better balanced. The way A5E uses the CR system is much more intuitive and makes balancing encounter much easier. Hats off to Paul from Blog of Holding for that.</li> </ul><p>Overall, the system <em>is</em> 5E, but it almost serves like a second draft that treats the 2014 PHB-MM-DMG as a final playtest and makes some final changes according to the feedback we got over the last 7 years.</p></blockquote><p></p>
[QUOTE="Ondath, post: 8665584, member: 7031770"] I think the reaction you had is tied to A5E using the same chassis as O5E to a great extent, which makes the two systems very similar - but only superficially. A5E uses a lot of stuff from 5E's toolbox, but usually in wildly different ways, and it's these subtle differences that really make it a different (and IMO better) system. I haven't read the comments before, so I might be repeating some stuff others have already said. [LIST] [*]The exploration pillar is really fleshed out. O5E's exploration rules are fairly barebones and don't really tell you how to run interesting exploration encounters unless you already know how to do that from the earlier editions of the game. A5E adds things like specific exploration challenges, detailed region tables and general advice on how to handle travel that really fleshes out this pillar. (though I should say that as much as A5E fleshed out exploration, they similarly [I]abandoned[/I] any guidance on social encounters. I was really disappointed by Trials & Treasures when the only guidance for social encounters was a list of traits an NPC might have. Compare that to O5E DMG's excellent guidelines on setting DCs for requests according to the difficulty of the request and the opponent's demeanor, and I really think A5E's social encounter rules feel wafer thin.) [*]A lot of player options are expanded, adding some stuff that you could theoretically homebrew to your O5E game, but which required a lot of menial work. Strongholds are the standout to me, as I couldn't find a stronghold system that satisfied me in 5E until Level Up. The fact that the strongholds' benefits come from stronghold feats that give more stuff the more money you spend also means that you've effectively got guidance on how much money you can spend to get a feat of a specific utility. You can expand on this idea to add things like special training that takes money but grants you a new feat or balancing the party's treasure with extra boons. Also, a lot more mundane item options like armour and weapons from different materials, hirelings and nonmagical healing items. [*]The Monstrous Menagerie redesigns every classic monster to make them more interesting and better balanced. The way A5E uses the CR system is much more intuitive and makes balancing encounter much easier. Hats off to Paul from Blog of Holding for that. [/LIST] Overall, the system [I]is[/I] 5E, but it almost serves like a second draft that treats the 2014 PHB-MM-DMG as a final playtest and makes some final changes according to the feedback we got over the last 7 years. [/QUOTE]
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