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Thread: E6: The Game Inside D&D
Tuesday, 4th September, 2007, 02:52 PM #11
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Tuesday, 4th September, 2007, 02:55 PM #12
Guide (Lvl 11)
This is really cool, and I'm going to give it very serious consideration for my next campaign.
Shouldn't the feats for ganing additional spells known and additional spell slots be adjusted for spontaneous and non-spontaneous casters? For a sorcerer, additional spells known are much more valuable than for a wizard. On the other hand, for a wizard, additional spell slots are significantly more valuable.
Jeff Wilder, San Francisco Bay Area (Daly City)
GMing Mutants & Masterminds | Playing Pathfinder
And if you bore me, you lose your soul to me. - Belly
Tuesday, 4th September, 2007, 03:52 PM #13
There were some other feats tossed around, but it's both a simplicity issue and the fact that with a feat that grants both a slot and spell known, both the wizard and sorc get something they really want and something they only somewhat want -- it just happens to be different for each. If you want to, of course, it's very easy to design feats that split the benefits, but that's more a matter of personal preference and house-ruling, not anything that's required for E6 to work.Originally Posted by Jeff Wilder
Tuesday, 4th September, 2007, 03:58 PM #14
Doh -- it's "Dictionary of Mu", no encyclopedias here; the sourcebook is supposed to be the writings of a scribe who fled the Witch-King. It has brief entries in alphabetical order that give a rough picture of the setting, with lots of room to fill in the blanks.Originally Posted by rycanada
"Mu" is a legendary giant who fought Lemur, another legendary giant. Since the capital city of Lemuria is called "Mu's Bed", and the scribe was from Lemuria, I'd suspect that's why it's called the Encyclopedia of Mu, but I'm not entirely certain.
It's quite the evocative read.
Tuesday, 4th September, 2007, 03:58 PM #15
At one point I floated the idea of a feat that gave you a spell slot of one level, and a spell known of a different level, but people compared it to WotC equivalents and thought it was too powerful. I still think I'd allow such a feat though.
Tuesday, 4th September, 2007, 03:59 PM #16
Gallant (Lvl 3)
The name's actually Dictionary of Mu. It's set on Mars.
EDIT: Do'h! Vastly too slow!
Tuesday, 4th September, 2007, 04:55 PM #17
Lama (Lvl 13)
I threw the idea of E6 at my players about a month ago. I was excited about it, but figured that the campaign we were currenty playing in (3rd-4th level Scarred Lands) was better left alone, and that we'd try it out on the next one. There were, however, a bunch of rules that I did want to take a swing at (conviction, the death flag, raising the stakes) so we started talking.
Conviction I changed around a bit, making a sort of hybrid to the existing Scarred Lands "Invocation Benefits". The original system basically gave players a +1 to +3 on various d20 rolls when they'd pray to different gods. We trimmed the number of APs down to four, and made the bonus die range between a d4 and a d8.
We've only had two sessions so far, but the APs have really given the mechanic the boost that it needed. We trimmed it down to four action points instead of six because one of the players runs an Ebberon campaign, and he found the 5 or so points you get per level to almost be too much. Either way, I think that I'm satisfied with where we have it.
The Death Flag was put in almost exactly as written (aside from the slide to 4 points) and I felt the benefits almost immediately. I am normally a "try to keep em alive" DM, which heaps a lot of unecessary stress on you when trying to find those dangerous/deadly and believable/silly balance points during encounters. But with this, I quickly fell into a comfortable position where I didn't have to worry about fudging dice rolls and throwing away tactical advantages.
As for Raising the Stakes, it's the one mechanic I really wish I had been able to fit into things. The problem is that we use a critical hit and fumble table that has it's fingers spread through the ranged combat and magic systems, and I can't really see using both of them together. When it comes down to it, I think that Raising the Stakes is a much better mechanic, but I think we're too hung up on the charts we're using.
What I wasn't expecting, was that my players had decided that they wanted to change over to E6 with or without me. People are still a level or two away from the level six break point, but everyone seems to be excited. For the most part, my group already preferred the E6 "sweet spot", and their primary complaints with other campaigns were when things powered up to the realm of level five spells.
Surprise number two was for one of the players to suggest using the "players roll all the dice" rule. When I looked over it at first, I liked it, but the loss of control for a DM who often fudged rolls to keep players from dying scared me. But, after having witnessed the genius of the Death Flag in action, I knew that I had nothing to worry about.
But yeah, so far everything's turning up roses. There have been fewer arguments about this round of houserules than anything else we've tried, and everyone seems to be excited. The only hitch we've run into is wrapping our heads around the "players roll" rules, but we've only had one real swing at them so far.
Tuesday, 4th September, 2007, 05:05 PM #18
Tuesday, 4th September, 2007, 05:59 PM #19
Acolyte (Lvl 2)
Will be running a DnD one-shot this weekend. PC will start at 6th level; if it goes well and turns into a campaign, I hope to convince folks to give E6 (actually, my variant) a shot.
Tuesday, 4th September, 2007, 07:17 PM #20
Acolyte (Lvl 2)
For your consideration
Stumbled upon this yesterday and I'm really impressed. This is exactly the kind of game I like to play and run. I don't know if anyone has done this already, but for your consideration I have a few feats you might enjoy for your "villian" section.
Assassin Prestige Feats
Blackguard Prestige Feats
Last edited by shdwrnr; Wednesday, 5th September, 2007 at 09:48 AM.