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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
What makes an adventure a Level Up adventure
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<blockquote data-quote="VanguardHero" data-source="post: 8640391" data-attributes="member: 7030089"><p>Use of new things added in LU, like Journey Rules and Maneuvers is a really obvious one. I would absolutely not sleep on the actually Math based CR though. o5e Monster math is notoriously best guess/wing it/whatever feels right in your heart which leads to incredibly unreliable encounter building, even in published Adventures. One of/the latest Adventure has a Level 5 or 6 party encounter, at point blank, a room with 3 Flameskulls. One Flameskull is a notorious TPK machine in a different Adventure one level lower, and this one pits you against THREE of them, at point blank range, and the reward is 20 less HP spent getting past a trap. By defeating 3 enemies that have, and are immune to, Fireball. The 5th Level Spell masquerading as a 3rd Level Spell for being 'iconic'. Then there's stuff like the Bugbears that can OHKO 1st Level party members in a 1st Level Adventure, the Dragon at low level with no indication it should not be a combat encounter, etc etc. </p><p></p><p>A system that goes "Hey, this is an Easy/Moderate/Hard encounter for your party" and it being consistently right about it immediately sets it apart from o5e. To me, that trust in the system is the biggest difference. Trust the system and only worry about altering things to play to your party and give them hooks and such. Be a Narrator that can focus on characters and story instead of a Dungeon Master that has to be an off the cuff game designer to make a purchased product function.</p></blockquote><p></p>
[QUOTE="VanguardHero, post: 8640391, member: 7030089"] Use of new things added in LU, like Journey Rules and Maneuvers is a really obvious one. I would absolutely not sleep on the actually Math based CR though. o5e Monster math is notoriously best guess/wing it/whatever feels right in your heart which leads to incredibly unreliable encounter building, even in published Adventures. One of/the latest Adventure has a Level 5 or 6 party encounter, at point blank, a room with 3 Flameskulls. One Flameskull is a notorious TPK machine in a different Adventure one level lower, and this one pits you against THREE of them, at point blank range, and the reward is 20 less HP spent getting past a trap. By defeating 3 enemies that have, and are immune to, Fireball. The 5th Level Spell masquerading as a 3rd Level Spell for being 'iconic'. Then there's stuff like the Bugbears that can OHKO 1st Level party members in a 1st Level Adventure, the Dragon at low level with no indication it should not be a combat encounter, etc etc. A system that goes "Hey, this is an Easy/Moderate/Hard encounter for your party" and it being consistently right about it immediately sets it apart from o5e. To me, that trust in the system is the biggest difference. Trust the system and only worry about altering things to play to your party and give them hooks and such. Be a Narrator that can focus on characters and story instead of a Dungeon Master that has to be an off the cuff game designer to make a purchased product function. [/QUOTE]
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Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
What makes an adventure a Level Up adventure
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