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D&D Older Editions
Epic 6 3.5 Rebuild
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<blockquote data-quote="tricktroller" data-source="post: 8695938" data-attributes="member: 6746715"><p>E6 has been our favorite version of 3.5 D&D and we've been running it solidly for about 4-5 years now with no complaints from any member. You actually feel like a hero in a story, but it is challenging at the same time! </p><p></p><p>I totally understand that, but what I wanted to get away form with this rewrite was the need to dip a dozen classes and take useless feats to try to hit prestige class requirements etc and just be able to play your character the way you wanted.</p><p>The idea here is to make a new version of 3.5 that is more balanced and focused around the characters being more than just a pile of classes, stats, and skills. </p><p>Each class on its own without feats handles the vast majority of your combat needs and allows players to feel like they can add to each encounter. Each class is much more unique now too, so if you play a rogue and a scout you don't feel like you have two of the exact same character.</p><p></p><p>Also skill bloat was massive so I trimmed the skills down to 26 or 27 skills in total.</p><p></p><p>So similar to E8, your character's class features can expand to 8th effective level in my E6 game but your leveling stops at 6th (hit points, skills, BAB, spells, etc) except when using feats. Each time you hit 6,000 XP you get a new feat which you can use to gain some abilities beyond the scope of 6th level. a 4th levels pell once per week, higher levels of class features, extra skill points, extra stat points, etc.</p><p>I've also rewritten/written 27 classes for the game, each with their own selection of additional class features as well as multiple paths inside of their class. I'm in the middle of redoing the spell lists for each class and intend to make them all more or less unique entirely to each class.</p><p>Also, I've rewritten about 800 feats, reworked the skill system down to a more manageable size and given out many more skill points, I'm working on redoing armor, shields, and weapons to make them all have a reason for existing rather than just because I need padding for the system, etc.</p><p>I added combat actions as well which are sort of like Reactions from 5E but different. The overall goal of the game is to give a 3.5 D&D experience that is much more balanced, allows for more roleplay and gets rid of the need to dip, dive, dodge, duck, and dip your way to get your character to do the things you want them to do. But also multiclassing is available if you really wanted to go for something that specific.</p></blockquote><p></p>
[QUOTE="tricktroller, post: 8695938, member: 6746715"] E6 has been our favorite version of 3.5 D&D and we've been running it solidly for about 4-5 years now with no complaints from any member. You actually feel like a hero in a story, but it is challenging at the same time! I totally understand that, but what I wanted to get away form with this rewrite was the need to dip a dozen classes and take useless feats to try to hit prestige class requirements etc and just be able to play your character the way you wanted. The idea here is to make a new version of 3.5 that is more balanced and focused around the characters being more than just a pile of classes, stats, and skills. Each class on its own without feats handles the vast majority of your combat needs and allows players to feel like they can add to each encounter. Each class is much more unique now too, so if you play a rogue and a scout you don't feel like you have two of the exact same character. Also skill bloat was massive so I trimmed the skills down to 26 or 27 skills in total. So similar to E8, your character's class features can expand to 8th effective level in my E6 game but your leveling stops at 6th (hit points, skills, BAB, spells, etc) except when using feats. Each time you hit 6,000 XP you get a new feat which you can use to gain some abilities beyond the scope of 6th level. a 4th levels pell once per week, higher levels of class features, extra skill points, extra stat points, etc. I've also rewritten/written 27 classes for the game, each with their own selection of additional class features as well as multiple paths inside of their class. I'm in the middle of redoing the spell lists for each class and intend to make them all more or less unique entirely to each class. Also, I've rewritten about 800 feats, reworked the skill system down to a more manageable size and given out many more skill points, I'm working on redoing armor, shields, and weapons to make them all have a reason for existing rather than just because I need padding for the system, etc. I added combat actions as well which are sort of like Reactions from 5E but different. The overall goal of the game is to give a 3.5 D&D experience that is much more balanced, allows for more roleplay and gets rid of the need to dip, dive, dodge, duck, and dip your way to get your character to do the things you want them to do. But also multiclassing is available if you really wanted to go for something that specific. [/QUOTE]
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