E6: The Game Inside D&D (new revision) - Page 4
Closed Thread
Page 4 of 34 FirstFirst 1234567891011121314 ... LastLast
Results 31 to 40 of 339
  1. #31
    Quote Originally Posted by Ioreck
    while i do this, i have the levels spread out, so slow xp gain.

    However, at the usual xp markings (where you level up in normal dnd), you still get the feat and ability up.
    Exactly what I planned to do, except ability up... I'm also remaking the character classes (minor changes) to better suit a 6 level progression...

  2. #32
    Member


    Ry's Avatar

    Join Date
    Oct 2002
    Location
    Yonge/Bloor Toronto
    Posts
    3,607
    Reviews
    Read 0 Reviews

    Block Ry


    Friend+
    The stacking rules remain the same as in standard D&D. I will fix the original post

  3. #33
    The only reason I unclude ability up is i use elite array stats, not 32 point buy (25 point buy).

    But I cap out stats at 16. you cant assign higher than 15 as a starting character.
    - i fully believe there is a physical limit to how strong a human can be.

  4. #34
    Member


    Ry's Avatar

    Join Date
    Oct 2002
    Location
    Yonge/Bloor Toronto
    Posts
    3,607
    Reviews
    Read 0 Reviews

    Block Ry


    Friend+
    To all: I may not be able to respond to each individual post anymore, they are getting hard to keep up with if I am going to
    1) write a setting/adventure for E6
    2) prepare some kind of basic pdf (please bear with me, I hate and suck at layout)
    3) playtest E6

    But for Shazman; one great thing about E6 is that it lets you improvise a lot. E6 characters really can't take on level 20 enemies. If you look at the TItan, that's an overbuilt Goliath for an overbuilt David. But you can do substitution for almost anything. I want to help with that, and I certainly think it's doable for the adventure paths (using monsters with simpler stats in the place of wayy too complicated monsters with ridiculous stats). If you run E6, you can get very good at reusing stats very quickly.

  5. #35
    Member


    Ry's Avatar

    Join Date
    Oct 2002
    Location
    Yonge/Bloor Toronto
    Posts
    3,607
    Reviews
    Read 0 Reviews

    Block Ry


    Friend+
    Quote Originally Posted by Dragonblade275
    Question(s) concerning the Death Flag.
    1. Is 1 HP above death 1 hit point or -9 hit points (dying per the normal rules)? In other words is there still a chance that the character will die if he or she does not stabilize?

    2. Is it impossible for a character to die if the death flag has not been raised?
    1. -9, but more severe cases cause for severe measures. The GM can decide that it will take days before the character reawakens from their coma.
    2. With the death flag mechanic, the player chooses when their character is on the line. So yes, it's impossible for a player-character to die if the death flag has not been raised.

    #2 asks the players to take responsibility about death in the same way the rest of the system asks the DM to take responsibility for creating appropriate challenges. If you think #2 would a problem for your players, then I'd recommend against using the death flag in your game. Conviction works fine with or without the Death Flag.

  6. #36
    Why is the whole cr rating in the MM a problem??

    You have a group of level 6 adventurers. You want to put them to the test by making them fight a titan. But oh no, the as-statted titan in your MM is waaay beyond their power! What do you do?

    It really isn't hard to turn a CR 21 monster into say a CR 12 one.

    What I'd do is simple: take away his enchanted gear, drop his hit die, etc etc until you have a suitable challenge!

    Swap chain lighting for lightning bolt ans such.

    Honestly, all I'd do is make a hill giant a bit tougher.

  7. #37
    Member
    Waghalter (Lvl 7)

    kaomera's Avatar

    Join Date
    Nov 2005
    Location
    West Seattle, WA
    Posts
    929
    Reviews
    Read 0 Reviews

    Block kaomera


    Friend+
    For a Titan, a Hill Giant is CR 7. Make it huge (or bigger) and bump it's Int and/or Cha up (I'd probably leave the rest of it's stats alone, of course it's overall AC goes down a bit...). Gestalt with Sorcerer (or Wizard, or Cleric...) for 5 or 6 of it's 12 hit dice. Then add a few extra feats...

    or:


    Barbaralkis, Titan of the Wild Peaks

    Huge Giant (Native Outsider, Chaotic)
    Hit Dice: 6d12 + 48 (92 hp)
    Initiative: +6 (+2 Dex, +4 Improved Initiative)
    Speed: 50' (fly 40' with winged boots)
    AC: 21 (-2 Size, +2 Dex, +5 Natural, +6 +1 breastplate of light fortification), touch 11, flat-footed 19
    Base Attack / Grapple: +6 / +21
    Attack: Granite Edge (Huge +2 Dancing Battleaxe), +15 melee (3d6+7/x3) or
    or Huge Masterwork Composite (20 Str) Shortbow, +9 ranged (2d6+5/x3)
    Full Attack: Granite Edge (Huge +2 Dancing Battleaxe), +15/+10 melee (3d6+7/x3)
    or Huge Masterwork Composite (20 Str) Shortbow, +9/+4 ranged (2d6+5/x3)
    Space/Reach: 15'/15'
    Special Attacks: Spells (Druid 5/4/4/3)
    Special Qualities: Animal companion (dire mountain goat), darkvision 90', fast movement, low-light vision, nature sense, rage 2x / day, regeneration 10*, resist fire 10, resist nature's lure, scent, trackless step, trap sense +2, wild empathy, wild shape (2/day), woodland (mountainside) stride
    Saves: Fort +13, Ref +4, Will +9
    Abilities: Str 25, Dex 14, Con 23, Int 16, Wis 15, Cha 16
    Skills: Climb +8, Concentration +11, Handle Animal +4, Heal +13, Intimidate +12, Jump +12, Knowledge (Nature) +11, Listen +7, Spot +7, Survival +13
    Feats: Alertness, Awesome Blow, Brew Potion, Cleave, Combat Casting, Craft Magic Arms and Armor, Great Fortitude, Iron Will, Power Attack, Quick Draw, Improved Bull Rush, Improved Initiative, Improved Toughness, Self-Sufficient, Snatch, Toughness (x2), Track
    Environment: the Wild Peaks
    Organization: Unique
    CR: ~12 (?)
    Treasure: As above, plus minor ring of fire resistance and winged boots
    Alignment: Chaotic Neutral

    * Barbaralkis cannot regenerate damage dealt to him in melee by any creature that knows his true name.

  8. #38
    One thing I noticed when looking at my classes was this

    Base attack bonuses:
    Code:
    Good	Medium	Poor
    +1	+0	+0
    +2	+1	+1
    +3	+2	+1
    +4	+3	+2
    +5	+3	+2
    +6	+4	+3
    The medium progression's advantage over the poor is somewhat minor, so what I did was I changed the progressions to 2/3 and 1/3 (instead of 3/4 and 1/2)... Which gives us:

    Base attack bonuses:
    Code:
    Good	Medium	Poor
    +1	+0	+0
    +2	+1	+0
    +3	+2	+1
    +4	+2	+1
    +5	+3	+1
    +6	+4	+2

    Just a thought...

  9. #39
    Member
    Cutpurse (Lvl 5)



    Join Date
    Aug 2003
    Location
    Berea, Kentucky
    Posts
    1,259
    Reviews
    Read 0 Reviews

    Block Shazman


    Friend+
    Quote Originally Posted by rycanada
    To all: I may not be able to respond to each individual post anymore, they are getting hard to keep up with if I am going to
    1) write a setting/adventure for E6
    2) prepare some kind of basic pdf (please bear with me, I hate and suck at layout)
    3) playtest E6

    But for Shazman; one great thing about E6 is that it lets you improvise a lot. E6 characters really can't take on level 20 enemies. If you look at the TItan, that's an overbuilt Goliath for an overbuilt David. But you can do substitution for almost anything. I want to help with that, and I certainly think it's doable for the adventure paths (using monsters with simpler stats in the place of wayy too complicated monsters with ridiculous stats). If you run E6, you can get very good at reusing stats very quickly.
    That's not really what I'm looking for. If I had the time to rework every encounter in an adventure to make it suitable for E6 characters, I might as well write my own. I wouldn't mind doing it if I had the time, but I don't. I may be able to substitute similar weaker creatures for the challenges, but completely reworking creatures isn't an option for me.
    Last edited by Shazman; Sunday, 8th July, 2007 at 10:41 PM.

  10. #40
    Member


    Ry's Avatar

    Join Date
    Oct 2002
    Location
    Yonge/Bloor Toronto
    Posts
    3,607
    Reviews
    Read 0 Reviews

    Block Ry


    Friend+
    Quote Originally Posted by Shazman
    That's not really what I'm looking for. If I had the time to rework every encounter in an adventure to make it suitable for E6 characters, I might as well write my own. I wouldn't mind doing it if I had the time, but I don't. I may be able to sustitute similar weaker creatures for the challenges, but completely reworking creatures isn't an option for me.
    Fair enough; E6 has different assumptions than D&D, and that has a real impact. Compatibility with high level adventures is lost by design; E6 keeps the "heroic fantasy" vibe, while those high level adventures start requiring superheroics.

    Just curious - which AP are you looking at running?
    Attached Files Attached Files

Closed Thread
Page 4 of 34 FirstFirst 1234567891011121314 ... LastLast

Similar Threads

  1. E6: The Game Inside D&D
    By Ry in forum Roleplaying Games General Discussion
    Replies: 661
    Last Post: Wednesday, 5th September, 2012, 02:16 PM
  2. Classic Six: The Game Inside OD&D
    By Jack Daniel in forum Roleplaying Games General Discussion
    Replies: 13
    Last Post: Wednesday, 14th April, 2010, 08:37 AM
  3. E6: The Game Inside D&D (with PDFs!)
    By Ry in forum Older D&D Editions (4E, 3.x, 2E, 1E, OD&D), D&D Variants, and OSR Gaming
    Replies: 467
    Last Post: Tuesday, 4th September, 2007, 03:08 AM
  4. E6: The Game Inside D&D
    By Ry in forum Archive-threads
    Replies: 343
    Last Post: Saturday, 7th July, 2007, 03:12 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •