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Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #5: Inspiration & Destiny
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<blockquote data-quote="tetrasodium" data-source="post: 8120960" data-attributes="member: 93670"><p>It may not be the intent, but it's definitely a few things that happen as result.</p><p></p><p> Right now long haul classes like wizard & such gain the bulk of their "cool toys" at higher levels (like 10 15 & higher) while front loaded classes like fighter warlock sorcerer & so forth get most of theirs by ten or so. Now that varies from class to class & archetype to archetype, it creates a perverse situation where a chunk of the table is looking for the next campaign & talking about their next character just as the rest of the table feels like their cool toys are about to be in reach. </p><p></p><p>By 20 the system has well & truly collapsed & is not especially useful for anything but a one shot making them a pointless "but you eventually get X so stfu" where both sides know that eventually is unlikely to ever come.</p><p></p><p>By putting them at 16 it makes everyone potentially have something cool waiting for them in the teens so late blooming classes/archetypes can get their cool toys <em>and</em> use them in more than one adventure where they may or may not even be useful enough to use. With one of the goals of a5e being to expand the useful range of play all of that fits in well.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8120960, member: 93670"] It may not be the intent, but it's definitely a few things that happen as result. Right now long haul classes like wizard & such gain the bulk of their "cool toys" at higher levels (like 10 15 & higher) while front loaded classes like fighter warlock sorcerer & so forth get most of theirs by ten or so. Now that varies from class to class & archetype to archetype, it creates a perverse situation where a chunk of the table is looking for the next campaign & talking about their next character just as the rest of the table feels like their cool toys are about to be in reach. By 20 the system has well & truly collapsed & is not especially useful for anything but a one shot making them a pointless "but you eventually get X so stfu" where both sides know that eventually is unlikely to ever come. By putting them at 16 it makes everyone potentially have something cool waiting for them in the teens so late blooming classes/archetypes can get their cool toys [I]and[/I] use them in more than one adventure where they may or may not even be useful enough to use. With one of the goals of a5e being to expand the useful range of play all of that fits in well. [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #5: Inspiration & Destiny
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