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Level Up Advanced 5E

Started by jmarso, December 29, 2021, 04:26:55 PM

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jmarso

Anyone back this kickstarter?

I did, have the pdf of the three core rulebooks and am waiting on hard copies. Lots of stuff to like here, but the woke elements are a major turnoff. So much so that after this initial dive into the kickstarter I think I'm done. The whole thing is backwards compatible with 5E anyway.

Anyone else have any comments on it?

Shrieking Banshee

I was actually curious what they would do with it.

And whats the level of woke anyhow?

jmarso

They didn't go full-on woketard with it, but a lot of stuff is renamed / re-designated even though it's still basically the exact same thing as its 5E equivalent. Mostly to do with race / background, etc.

You see it in the artwork, as well, like most RPG companies these days.

Shrieking Banshee

Hmm, well I was expecting worse. How are the mechanics overall?

I consider 5e the worst D&D mechanically, so if I had to play, I was hoping legends would make it more tolerable.

jmarso

#4
Haven't run a game yet with these mechanics so the jury is out.

It uses 'proficiency dice' circumstantially for many skills and feats, where you add a d4 or other (depending on tier) rather than just defaulting to the advantage/disadvantage mechanic.

There are a lot of class features that are sort of mini-feats, designed to lend a cinematic element to gameplay more than crunchy advantages. A lot of these can be changed out when leveling up in order to keep variety.

The exploration pillar got a big facelift, with exploration 'encounters' which can have one of four resolutions: Critical failure, failure, success, or critical success. Rewards relate to how it resolves. I like these- some of them are pretty clever, and they give you a lot of ready-to-use ones. One of the other big changes here is Supply- basically your rations matter, and sometimes failures in an exploration encounter result in the party losing Supplies. Without them, the exhaustion factor starts kicking in quick.

In addition to exhaustion, there is a mental version of it called 'strife.' As characters accumulate levels of strife, they suffer penalties and can eventually die. It just adds another dimension to gameplay, and another tool the DM (called the narrator) can use to challenge the players.

The monster manual stat blocks are TONS easier to use than the default 5E monster manual, and also give possible encounter hooks for each type of monster and typical treasure. All monster abilities and spells (where applicable) are included in the entry so you don't have to go flipping through different books looking for effects. 

In summary, they took 5E and basically made it a little deeper and more involved, without reverting back to 3.5 levels of crunch and math. Lots of interesting improvements, and as I mentioned before, it remains completely compatible with stock 5E.

I'm trying to decide whether I want to try and get a group together to run a game with this system, or cherry-pick it for a hybridized 2E/5E mashup. I should probably give it a chance in its raw form, but it could be tough to find players locally that want to try it.