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E6 (E10?) in Fourth Edition
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<blockquote data-quote="PoeticJustice" data-source="post: 5100166" data-attributes="member: 51788"><p>Speaking as someone who's ran a lot of E6 and thought about trying the same thing for 4th, I don't think it's a great idea for a campaign. Here's why</p><p></p><p>1) I haven't found a sweet spot in 4E that's comparable to 3.5 level 6, and 10th level definitely isn't what you're looking for. It's fine to want to freeze relative power level at a given moment in the 30 level range, but 10th level is, metaphorically, the cruelest moment of a character's adolescence. 10 level imparts a mere utility power and standard bonus bump. 11th level is tantalizingly close, when entire suites of abilities throw open their doors to the player.</p><p></p><p>Not a problem for you, right? After all, the goal of E6 is to cornball, unimaginative high-powered antics away. However, in 4th edition, with great power comes matching challenges. This is because the game balances those neat level 11-15 monsters by giving them powers commensurate to what players get when they hit paragon level. However, players end up fighting level 11-15 monsters long before they get to paragon level. To summarize: level ten is a moment of peculiar systemic difficulty. I would recommend level 6 or 16, instead.</p><p></p><p>2) Feats fill a completely different design function.</p><p>In 3.5, every class had several home-run, awesome, A+ quality feats. You could practically build your character on feats. There were feats that gave extra attacks, extra spells, more sneak attack dice, holy powers, unholy powers, better animal companions, a familiar, spell-like abilities, etc. Now feats usually don't grant some new ability--rather, it they usually serve to increase the range or modifier of a power or skill. I doubt players of 4E get the same thrill 3.5 players got after finally getting Arcane Thesis or Multishot, so the leveraging point that made E6 great, that one was continually getting fun abilities despite not advancing in level, is lost.</p><p></p><p>These days, the comparable design elements to 3.5 feats are the class features one picks at character creation and the powers they unlock as they advance. You could either make 4E feats better or figure out a way to incorporate new powers. Either would help, and I suspect at least one would be necessary.</p></blockquote><p></p>
[QUOTE="PoeticJustice, post: 5100166, member: 51788"] Speaking as someone who's ran a lot of E6 and thought about trying the same thing for 4th, I don't think it's a great idea for a campaign. Here's why 1) I haven't found a sweet spot in 4E that's comparable to 3.5 level 6, and 10th level definitely isn't what you're looking for. It's fine to want to freeze relative power level at a given moment in the 30 level range, but 10th level is, metaphorically, the cruelest moment of a character's adolescence. 10 level imparts a mere utility power and standard bonus bump. 11th level is tantalizingly close, when entire suites of abilities throw open their doors to the player. Not a problem for you, right? After all, the goal of E6 is to cornball, unimaginative high-powered antics away. However, in 4th edition, with great power comes matching challenges. This is because the game balances those neat level 11-15 monsters by giving them powers commensurate to what players get when they hit paragon level. However, players end up fighting level 11-15 monsters long before they get to paragon level. To summarize: level ten is a moment of peculiar systemic difficulty. I would recommend level 6 or 16, instead. 2) Feats fill a completely different design function. In 3.5, every class had several home-run, awesome, A+ quality feats. You could practically build your character on feats. There were feats that gave extra attacks, extra spells, more sneak attack dice, holy powers, unholy powers, better animal companions, a familiar, spell-like abilities, etc. Now feats usually don't grant some new ability--rather, it they usually serve to increase the range or modifier of a power or skill. I doubt players of 4E get the same thrill 3.5 players got after finally getting Arcane Thesis or Multishot, so the leveraging point that made E6 great, that one was continually getting fun abilities despite not advancing in level, is lost. These days, the comparable design elements to 3.5 feats are the class features one picks at character creation and the powers they unlock as they advance. You could either make 4E feats better or figure out a way to incorporate new powers. Either would help, and I suspect at least one would be necessary. [/QUOTE]
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