clearstream
(He, Him)
My motives align with the discussion on stackexchange around where to cut off spells. For my purposes, 0th-3rd level feels good - characters can fly and fireball, and a few other wondrous things - while 4th-9th is above where I feel is ideal for ordinary spellcasting. There are lots of factors that come into and arise from this, so I'm not arguing that 4th is wrong, just that I'm aligned with those who feel drawn to 3rd.Level 7 is perfect from a capstone ability point of view : casters get level 4 spells, most martials get strong class features (Evasion + 4d6 sneak attack for the Rogue, Feral instinct for the Barbarian, second Martial archetype feature for the Fighter, etc.). If the player choose to multiclass, it will come with a cost.
Also level 7 is the exact halfway point in the second tiers of play and is the (very theorical) level wich allow the PC to do an epic battle against the strongest adults Dragons (for a game called D&D i believe it's an important symbolic feature).
Key spells that cuts out include banishment, divination, dimension door, greater invisibility and polymorph.
In my first 5th campaign, characters reached 15th level. In my current they have reached 11th and look likely to reach 12th. On the basis of two steps of post-6th advancement equals +1 level, it must be 8-10 feats.From my POV, E6 is all about actual play not theorical perspectives, a sort of ockham razor mindest.
And what we all know is : 90% of D&D Games Stop By Level 10
By playing E5/E6/E7 games with D&D 5 what you will face 90% of the time is a campaign coming to an end after the E(X) + 3-5 feats.
We'd see a lot of Lucky, GWM, PAM, XBE, SS, maybe Tough. The racial feats are quite strong so probably one of them. It's the casters I worry about more. After Lucky and War Caster or Resilience, what? Sorcerers could take the TCoE feat... there's not much else that is really exciting to pick from.And let's be honest, everyone will take Lucky so what you'll really see is level X PC + Lucky + 2-4 feats.
And then you will start a new campaign.
In the end, with feats in 5th edition, I honestly believe that the campaign would be good for perhaps one rev, and then the mechanical interest is exhausted. That's not a goal of this design: it's intended to be evergreen.
Another goal is that this be available to a wider audience. So I am not thinking of having to build custom feats on a case by case basis, but rather drawing on the diversity already available in class and sub-class features. I can see the appeal of fully customisable characters, yet for me that isn't really D&D. It comes strongly through e.g. in the surveys that have asked players - what makes D&D - that class-based advancement is central to D&D. So my goals are to craft the philosophies of E6 - the game-feel of E6 (but not meta-game feel) - into class-based progression.Also you can easily break 5e feats into smaller increments : give Lucy one reroll after the other (turning it into 3 smaller feats) or split Tough in two "+X PV" mini-feats.
If you want to allow you PC to have access to level (X+1) - 11 class feature, build custom feats for them on a case-by-case basis![]()
I'm not disregarding or disliking your suggestions. They're fun and I can see the attraction. Only trying to indicate where my motives lie and what I hope to deliver for the community. Well, one other thing, for me E6 really is more the philosophy than the mechanics. I look all the way back at the articles that inspired it, and that is what I want to render.