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Assaying rules for 5E E6 (Revised)
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<blockquote data-quote="clearstream" data-source="post: 8367762" data-attributes="member: 71699"><p><strong>[EDITED 27th November to streamline the rules!]</strong></p><p></p><p>As part of design for my next campaign, I wanted to look at how E6 might look in 5E. The mode was designed for 3E by Ryan Stoughton inspired by an article proposing that Gandalf was level 5. The Alexandrian discusses it, and you can find more on StackExchange and Reddit. Generally, the problem to solve is how might we constrain characters to heroic fantasy, powerwise? No Wuxia. No superheroes! So scaling ended at 6th level, and thereafter a feat was gained per so-many-thousand XP (an amount based on the XP to get to 7th level). That worked well in 3rd, where feats are plentiful and granular.</p><p></p><p>I read a proposal for 5E E6 on StackExchange where players choose one feat, class-feature or sub-class-feature per so-many-thousand XP. One issue I see there is the great disparity in power of class and sub-class features. That creates balancing issues which can be partially solved using point costs, which then however lean into minimaxing: focusing and delivering on customisation. My priority is not customisation, but to deliver on heroes-not-super-heroes. Classes are one of the pillars of D&D game design, with important pay-offs for players, so I'd like to craft a system that works with them rather than ignoring or disassembling them.</p><p></p><p>I've listened to criticisms and thought about my objectives, to re-draft rules that end some scaling at 6th, but otherwise now use the standard class tables.</p><h2><span style="color: rgb(41, 105, 176)">5E E6 </span></h2><p>In this variant of 5th edition, some core elements associated with level advancement stop at 6th level. In summary, after 6th level:</p><ol> <li data-xf-list-type="ol">Hit points stop increasing with level</li> <li data-xf-list-type="ol">Proficiency bonuses stop at +3 (but see below)</li> <li data-xf-list-type="ol">No further cantrip damage increases or extra attacks are gained</li> <li data-xf-list-type="ol">The highest spell level characters can ordinarily access is 3rd level (also see below)</li> <li data-xf-list-type="ol">It's recommended to use the feats option in customisation, and to cap ability score increases (via ASIs) to 18</li> <li data-xf-list-type="ol">It is suggested that level advancement is capped at 12th or 14th level (to stay within the power-range envisioned by E6)</li> </ol><p>These changes are explained in full below.</p><h4><span style="color: rgb(61, 142, 185)">Hit Dice and Hit Point Maximum</span></h4><p>You gain hit dice and roll to increase your hit point maximum only up to 6th level. Your maximum number of hit dice is therefore six. Any bonuses to hit points count no more than six levels. For example, a 9th level character with a Constitution ability modifier of +2 gains 12 hit points, not 18.</p><h4><span style="color: rgb(61, 142, 185)">Proficiency Bonus</span></h4><p>Your highest proficiency bonus is +3. However, features that count proficiency bonus for uses between rests still use the standard value.</p><h4><span style="color: rgb(61, 142, 185)">Cantrip Damage and Extra Attacks</span></h4><p>Cantrip damage and extra attacks do not scale past 6th level. Thus, you gain no more than one extra cantrip damage die or weapon attack.</p><h4><span style="color: rgb(61, 142, 185)">Spell Slots and "Enhanced Spell Slots"</span></h4><p>Classes and sub-classes with the spellcasting feature gain "enhanced spell slots" in place of the higher-spell-level slots they would ordinarily access beyond 6th level. For full-casters that applies to 4th-level-spell-slots and higher, for half-casters 3rd-level-spell-slots and higher, and for third-casters 2nd-level-spell-slots and higher. Casters can only prepare or know spells up to the level of their highest ordinary spell-slot.</p><p></p><p>To cast one of their spells, a character can expend an enhanced slot of <strong>twice </strong>the spell's level or higher. Enhanced spell slots count at their full level for <em>counterspell</em>, <em>dispel magic</em> and similar - both for countering and dispelling, and being countered or dispelled - otherwise counting as half their level. That is also true for non-casting purposes, such as Combat Wild Shape, Divine Smite, Font of Magic and Arcane Recovery: count enhanced spell slots as spell slots of half their level.</p><p></p><p>For example, a wizard can expend a 4th level enhanced slot to cast <em>melf's acid arrow</em> - a 2nd level spell - counting it cast at 4th level for <em>counterspell </em>, <em>dispel magic </em>and similar, and otherwise as 2nd level. Another wizard could expend a 6th level enhanced slot to cast <em>counterspell </em>, automatically countering the <em>acid arrow </em>.</p><p></p><p>Enhanced spell slots are regained at the same time as other spell slots.</p><h4><span style="color: rgb(61, 142, 185)">Enhanced Spell Slots for Warlocks</span></h4><p>Warlock spell slots are capped at 3rd level, and then become enhanced spell slots that count as 4th (and later 5th) level for <em>counterspell </em>, <em>dispel magic</em> and similar - otherwise counting as 3rd level.</p><h4><span style="color: rgb(61, 142, 185)">Ability Score Improvements</span></h4><p>It is recommended that the option is used to take feats instead of ability score increases, and that ability scores can't be increased above 18 this way (rather than 20). Higher scores might be gained through deeds, sacrifices and perilous research, hard-won magic items, or as boons from supernatural entities.</p><h4><span style="color: rgb(61, 142, 185)">Advancement is Capped</span></h4><p>It is suggested that level advancement is capped at 12th or 14th level. Beyond that, further features might be gained in the same ways higher ability scores can be.</p><h3><span style="color: rgb(41, 105, 176)">Calculating Encounter Thresholds </span></h3><p>Use 6 + (levels above 6th ÷ 2) to determine what might be an appropriate challenge for a character. For example, an 8th level fighter in this variant counts as 7th level.</p><h4><span style="color: rgb(41, 105, 176)">Class Level and Demi-level Advancement Tables (no longer needed)</span></h4><p>As it turned out, the simplifications above work with the standard class tables. I suggest using some of the TCoE class options to improve the play of specific classes. One other minor balancing detail, I suggest giving fighters a second fighting style and a minor buff such as two uses of indomitable, somewhere between 9th and 11th, to broaden their options and as an offset to losing their second extra-attack.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8367762, member: 71699"] [B][EDITED 27th November to streamline the rules!][/B] As part of design for my next campaign, I wanted to look at how E6 might look in 5E. The mode was designed for 3E by Ryan Stoughton inspired by an article proposing that Gandalf was level 5. The Alexandrian discusses it, and you can find more on StackExchange and Reddit. Generally, the problem to solve is how might we constrain characters to heroic fantasy, powerwise? No Wuxia. No superheroes! So scaling ended at 6th level, and thereafter a feat was gained per so-many-thousand XP (an amount based on the XP to get to 7th level). That worked well in 3rd, where feats are plentiful and granular. I read a proposal for 5E E6 on StackExchange where players choose one feat, class-feature or sub-class-feature per so-many-thousand XP. One issue I see there is the great disparity in power of class and sub-class features. That creates balancing issues which can be partially solved using point costs, which then however lean into minimaxing: focusing and delivering on customisation. My priority is not customisation, but to deliver on heroes-not-super-heroes. Classes are one of the pillars of D&D game design, with important pay-offs for players, so I'd like to craft a system that works with them rather than ignoring or disassembling them. I've listened to criticisms and thought about my objectives, to re-draft rules that end some scaling at 6th, but otherwise now use the standard class tables. [HEADING=1][COLOR=rgb(41, 105, 176)]5E E6 [/COLOR][/HEADING] In this variant of 5th edition, some core elements associated with level advancement stop at 6th level. In summary, after 6th level: [LIST=1] [*]Hit points stop increasing with level [*]Proficiency bonuses stop at +3 (but see below) [*]No further cantrip damage increases or extra attacks are gained [*]The highest spell level characters can ordinarily access is 3rd level (also see below) [*]It's recommended to use the feats option in customisation, and to cap ability score increases (via ASIs) to 18 [*]It is suggested that level advancement is capped at 12th or 14th level (to stay within the power-range envisioned by E6) [/LIST] These changes are explained in full below. [HEADING=3][COLOR=rgb(61, 142, 185)]Hit Dice and Hit Point Maximum[/COLOR][/HEADING] You gain hit dice and roll to increase your hit point maximum only up to 6th level. Your maximum number of hit dice is therefore six. Any bonuses to hit points count no more than six levels. For example, a 9th level character with a Constitution ability modifier of +2 gains 12 hit points, not 18. [HEADING=3][COLOR=rgb(61, 142, 185)]Proficiency Bonus[/COLOR][/HEADING] Your highest proficiency bonus is +3. However, features that count proficiency bonus for uses between rests still use the standard value. [HEADING=3][COLOR=rgb(61, 142, 185)]Cantrip Damage and Extra Attacks[/COLOR][/HEADING] Cantrip damage and extra attacks do not scale past 6th level. Thus, you gain no more than one extra cantrip damage die or weapon attack. [HEADING=3][COLOR=rgb(61, 142, 185)]Spell Slots and "Enhanced Spell Slots"[/COLOR][/HEADING] Classes and sub-classes with the spellcasting feature gain "enhanced spell slots" in place of the higher-spell-level slots they would ordinarily access beyond 6th level. For full-casters that applies to 4th-level-spell-slots and higher, for half-casters 3rd-level-spell-slots and higher, and for third-casters 2nd-level-spell-slots and higher. Casters can only prepare or know spells up to the level of their highest ordinary spell-slot. To cast one of their spells, a character can expend an enhanced slot of [B]twice [/B]the spell's level or higher. Enhanced spell slots count at their full level for [I]counterspell[/I], [I]dispel magic[/I] and similar - both for countering and dispelling, and being countered or dispelled - otherwise counting as half their level. That is also true for non-casting purposes, such as Combat Wild Shape, Divine Smite, Font of Magic and Arcane Recovery: count enhanced spell slots as spell slots of half their level. For example, a wizard can expend a 4th level enhanced slot to cast [I]melf's acid arrow[/I] - a 2nd level spell - counting it cast at 4th level for [I]counterspell [/I], [I]dispel magic [/I]and similar, and otherwise as 2nd level. Another wizard could expend a 6th level enhanced slot to cast [I]counterspell [/I], automatically countering the [I]acid arrow [/I]. Enhanced spell slots are regained at the same time as other spell slots. [HEADING=3][COLOR=rgb(61, 142, 185)]Enhanced Spell Slots for Warlocks[/COLOR][/HEADING] Warlock spell slots are capped at 3rd level, and then become enhanced spell slots that count as 4th (and later 5th) level for [I]counterspell [/I], [I]dispel magic[/I] and similar - otherwise counting as 3rd level. [HEADING=3][COLOR=rgb(61, 142, 185)]Ability Score Improvements[/COLOR][/HEADING] It is recommended that the option is used to take feats instead of ability score increases, and that ability scores can't be increased above 18 this way (rather than 20). Higher scores might be gained through deeds, sacrifices and perilous research, hard-won magic items, or as boons from supernatural entities. [HEADING=3][COLOR=rgb(61, 142, 185)]Advancement is Capped[/COLOR][/HEADING] It is suggested that level advancement is capped at 12th or 14th level. Beyond that, further features might be gained in the same ways higher ability scores can be. [HEADING=2][COLOR=rgb(41, 105, 176)]Calculating Encounter Thresholds [/COLOR][/HEADING] Use 6 + (levels above 6th ÷ 2) to determine what might be an appropriate challenge for a character. For example, an 8th level fighter in this variant counts as 7th level. [HEADING=3][COLOR=rgb(41, 105, 176)]Class Level and Demi-level Advancement Tables (no longer needed)[/COLOR][/HEADING] As it turned out, the simplifications above work with the standard class tables. I suggest using some of the TCoE class options to improve the play of specific classes. One other minor balancing detail, I suggest giving fighters a second fighting style and a minor buff such as two uses of indomitable, somewhere between 9th and 11th, to broaden their options and as an offset to losing their second extra-attack. [/QUOTE]
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