There is a set of people out there for whom Level Up: Advanced 5th Edition (hereafter, for simplicity, "LU") from EN Publishing is exactly what they have been waiting for--for several years now. If you are a D&D 5e player that is starting to (or have been for some time) chaffing at the limitations and restrictions in the game system as presented (particularly in terms of character creation and mechanical support for non-combat activities), but you otherwise like playing 5e and are not really interested in checking out a whole new game and structure, then LU is an extremely compelling product. And even if you are not (and I am not exactly in that particular space), it's impossible not to see and be impressed with the game design craft at work here.
The initial challenge in approaching LU is to understand exactly what it is, something that didn't really become clear to me until I got the PDF copies of the three core books in my hands [Note: as of this writing, it is only available to Kickstarter backers, of which I was one]. The simplest way to explain what is going on here is that LU takes D&D 5e, strips it down to the skeleton (dice mechanics, action economy--things like that), and then rebuilds it from scratch. While nothing you will see is unrecognizable for people who have played d20 games, I was not expecting the scope of the changes LU makes to the 5e paradigm (I think, in part, because the EN Publishing people made a strategic choice to undersell how much work they were doing--more on that in a bit). Not only is it a different, albeit recognizably so, game from 5e, it is very clearly designed to be used on its own, as a replacement to the 5e rulebooks as opposed to a supplement to them (and, like D&D, LU consists of three core books--the Adventurer's Guide, the GM-focused Trials & Treasure, and Monstrous Menagerie). LU is not a set of house rules to 5e, nor is it an expansion in the mode of something like Xanathar's Guide to Everything, but instead its own game. The best comparison of the relationship between 5e and LU is between Pathfinder 1st Edition and D&D 3.5, and even that might undersell it.
In fact, there are so many changes that summarizing all of them would be tedious and unproductive. But I think the changes can be grouped into two major buckets, with a couple of other interesting single shot ideas that are worth talking about. Major idea #1 of LU is to make good on the (IMO, wholly unfulfilled) promise of 3 pillars of play in D&D 5e--combat, exploration, and social/roleplay. To that end, Trials & Treasure has a lengthy section providing mechanical support, with examples and random tables, for non-combat, environmental-based encounters. There is also a robust set of journey rules, similar to those found in the now out-of-print Adventures in Middle Earth (in turn based on The One Ring rpg). And while I love the AiME/The One Ring journey rules, I think LU's version is better in that it contemplates a wider variety of non-combat challenges. There are puzzles and lore-based challenges and weather and a whole host of different ways for all PCs to engage with the exploration portion of the game, all of which is simply not present in 5e as written. And no one can say that the exploration mechanics are a throw-away or something tacked-on, as Trials & Treasure devotes about 120 pages to these new mechanics.The social pillar is less mechanically engaged, but there are some actual rules (including rules for awarding XP!) for social encounters along with advice on how to run them. But LU approaches the social dimension in a slightly different way, bringing back the once ubiquitous but now somewhat out-of-fashion stronghold and domain management rules. There is also a Prestige rating, measuring how well known a particular PC is, which provides concrete mechanical hooks for the standard "unknown wanderer to world-renowned hero" arc of most fantasy campaigns. Critically, every PC has class-related abilities that interact with both the social dimension and the exploration piece, making them a central part of play as opposed to an afterthought or something only specialized characters interact with. For example, the 1st level Cleric selects a "Sacred Call" ability which provides circumstantial social advantages, while at 3rd level the Cleric selects a "Sign of Faith" which is an ability that provides meaningful, if cabined, advantages while traveling.
This transitions into the second big-picture change in LU--all of the classes are rebuilt and redesigned. Part of this redesign is adding class abilities tied to the exploration and social pillars, as mentioned above. But it is more than that, and the changes can be seen most clearly in the martial classes. Martial classes now have access to combat maneuvers, which are divided up into "combat traditions" (think different kinds of martial arts in the real world) that unlock progressively more powerful abilities along a fairly simple tree. There are also a short list of maneuvers that are now available to all characters, fleshing out the combat turn. Most of the discrete class abilities given to martial characters in 5e are wrapped up into the maneuver system, giving martial characters more options to choose from at each level.
Indeed, choice is a consistent theme of all of the revised classes is LU. In many places where 5e simply assigns a particular ability at a particular level, LU provides options. It's not nearly the breadth of options found in the feat system in Pathfinder 2nd edition; instead, there are usually three or four specific options for a particular level. As a result, it sits in a middle place between 5e and Pathfinder 2e on the character creation complexity scale, a place that I think is going to be a sweet spot for many people who are looking to ratchet up the character creation mini-game. My one comment here is that, given that there is increased choice at all levels, I wonder whether including the 5e sub-class system was the right choice. I get that it helps establish a theme for PCs within the broader class concept, but much of that work is being taken up with the individualized abilities that classes get at most levels, so some of that work is duplicative and maybe a bit more complex than is necessary. On the flip side, the design for the subclasses in LU is broader and more archetypical than especially the post-PHB 5e subclasses, which often goes in the direction of rather specific character concepts. I like this better, and the subclasses are well-designed and easy to adapt to almost any possible setting one might be inclined to use.
A couple of other quick notes on character building. The game mechanical construct of "race" in 5e is replaced with Heritage (which might be called "species" in a sci-fi context) and Culture, allowing for greater character diversity and avoiding essentialism. Along those lines, Background is now the character creation piece that provides ability score bonuses and penalties. This is a small change, but an elegant one and one that makes perfect sense in world--if you were raised as a scholar, it stands to reason to get an Intelligence bonus. I am less sold on renaming some of the core classes (Barbarian is now "Berserker," Monk is now "Adept," Paladin is now "Herald"). The thinking, I suspect, is to expand the conceptual space encompassed by those classes, but honestly I found it to be more confusing than helpful. Those names are so ingrained in the collective consciousness of D&D players that re-wiring the brain takes some doing. A small thing, ultimately, but something that I kept tripping over.
One last point on character creation--and this is maybe my favorite addition in LU--every PC now has a Destiny, which provides a core character motivation, a way in which the PC gains Inspiration (as opposed to the unstructured and arbitrary "good roleplaying" from 5e, which I hate), a particular way the PC can spend Inspiration to do something thematic for the character, and a grand quest to fulfill the Destiny which provides a special character ability. It's simple, easy to expand with new Destinies, provides a concrete roleplaying anchor for a new character, and gives them a reason to do things in the world and interact with it. Love it, 10/10.
On the miscellaneous side, it's worth talking about the Fatigue and Strife system. I've complained on a couple of occasions about the Short/Long Rest mechanics in 5e, and in order to maintain compatibility those rules are ported over to LU. However, some of the dimensions I don't like are mitigated by the "Roughing It" sidebar on Page 425 of the Adventurer's Guide that specifically ties full heal-ups to being able to rest in favorable conditions--unless you have a bedroll, are not cold, are not in the rain, etc., you only get half the normal Hit Dice back after a night's sleep. But the real punch is in the Fatigue (which replaces 5e Exhaustion) and Strife rules, which represent physical and mental strain, respectively. Those conditions can only be recovered in a "haven," defined as a home or other ideal location for recovery. And Fatigue and Strife are no joke--the last level of Fatigue means the PC will just die at a story-appropriate time as determined by the GM, and max level of Strife causes permanent mental conditions with concrete game mechanical effects. This walks the line of creating real opportunities for attrition-based play, without completely gimping a PC's combat effectiveness. You also gain a level of Fatigue the first time in an fight you fall unconscious, providing a real if perhaps modest penalty for going to 0 HP and avoiding the consequence-free rebounding from the brink of death to being fine that characterizes the 5e death and healing rules.
The problem with all of this, to the extent it is a problem, is that LU is really a package. Because the pieces interact with each other and fit together pretty tightly, it's not optimized to be a tool-kit of ideas that you can drop into an existing 5e game. For example, you might think to just add the journey rules to an existing 5e campaign. You could do that, but the journey rules are designed around the PCs having all the exploration-oriented class abilities. And if you add those elements, you might as well rebuild all the PCs around the LU class model, in which case you might as well just take on the whole package. Likewise, because of the way LU redistributes the pieces of what 5e groups under "race," if you want to use the Heritage/Culture system you also have to use the LU Backgrounds, or at the very least re-work the existing 5e Backgrounds to provide ability score modifiers. The changes that LU makes to the 5e system are pervasive and extensive (I haven't even mentioned that they have redesigned most of the core spells), pushing you at every turn toward adopting it wholesale. Honestly, probably the most modular portion of the whole project is the redesigned monsters, all of which are both recognizably similar to the stock 5e versions and yet more interesting and dynamic in play.
Which leads to what I think is ultimately the big question with LU. This is a project targeted at existing 5e players and DMs, and one of the core marketing pitches for LU is that everything is compatible with existing 5e materials like adventure paths and supplemental material. And that is true, in the sense that the stats that you will find for opponents in existing published material mean the same things in LU, so there is no direct conversion needed. But that presentation undersells, I think deliberately, what LU is and what it is trying to do. Which, ultimately, is to be its own game, albeit one that is backwards compatible with 5e. As someone who has gotten burned out and frustrated with 5e, and especially with the apparent unwillingness of Wizards of the Coast to do anything interesting or creative with the game for many years running now, this is not a problem for me. I have no problem moving on from 5e with only casual picking over the carcass for bits and pieces to integrate. But I wonder whether LU will be a bridge too far for many people in its target audience. Yes it is compatible and yes many of the core elements are the same, but LU is otherwise very different from 5e. Given the "stickiness" of the 5e fanbase to changing games, I wonder if this will find its audience. There are vague hints of a revised set of the 5e core rulebooks in 2024 for the 50th anniversary of D&D, but whatever that looks like I doubt it will be as well done, thoughtful, or as expansive as LU. It would be a shame if this product doesn't find a home because it looks like too big a change.
There are also some minor quibbles. I mentioned the changing the class names thing previously. There are places where they went a little too hard in the direction of edge-case, fiddly rules for my tastes--for example, the Fatigue rule I quoted above is slightly wrong, as you can recover the Level 1 Fatigued condition without resting in a haven, but not any higher levels of Fatigued. Right now, the PDFs are in a Beta version, and are in need of some smoothing over.
But, at the end of the day, LU is an outstanding product that is worth putting in the work. It keeps most if not all of the things about 5e that work well, and it improves the rest of it in basically every way. While I liked what I saw from Pathfinder 2nd Edition, I think LU also has many of the advantages of that game with less fiddly-ness and complexity. If given a choice between starting a campaign in 5e, Pathfinder 2e, or LU, I would choose LU. If I have time over the holidays, I think I'm going to dust off the materials for my old campaign world and convert it over to LU, which would fit it perfectly. If you were not a Kickstarter backer, and this package is remotely appealing to you, I would strongly recommend keeping an eye out for its general release. It's a really, really impressive piece of work.







