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Assaying rules for 5E E6 (Revised)
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<blockquote data-quote="clearstream" data-source="post: 8457979" data-attributes="member: 71699"><p>That seems like a good point. I think I will cut the rolling for HP bumps beyond 6th level. That will be simpler, and also favour more consistency up to 6th level with the normal game (i.e. the group rolls for HP or takes the average according to their normal method.)</p><p></p><p></p><p>Noting that in the original E6, it is estimated that vertical progression continues at a rate of roughly a level per 5 feats, and caps at 20th. Meaning that in the original, characters progress vertically 6+4 levels, versus 6+3 in my version (as each level is worth about half.) They're actually more similar than they are different, from the point of view of vertical progression.</p><p></p><p>The Rubicon I needed to ford was how to bring that sort of reduced vertical progression - and as you say, lean more into horizontal progression - into 6th edition, given the fewer, less granular feats? I suspect 8th as the cut-off for normal progression will be too strong to meet the intent of E6, because in my normal campaigns I see a marked jump in player power after 6th. They stop feeling very mortal, as they do up to 6th.</p><p></p><p>What I think I could - and probably should - do, is run the horizontal-advancement levels up to 6+8. Making for a much longer possible arc, and hitting the 6+4 or 10th level cap that the original system found effective. Saying that, my intent is to benefit from what was discovered by the original experiment... I truly value that preexisting knowledge.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8457979, member: 71699"] That seems like a good point. I think I will cut the rolling for HP bumps beyond 6th level. That will be simpler, and also favour more consistency up to 6th level with the normal game (i.e. the group rolls for HP or takes the average according to their normal method.) Noting that in the original E6, it is estimated that vertical progression continues at a rate of roughly a level per 5 feats, and caps at 20th. Meaning that in the original, characters progress vertically 6+4 levels, versus 6+3 in my version (as each level is worth about half.) They're actually more similar than they are different, from the point of view of vertical progression. The Rubicon I needed to ford was how to bring that sort of reduced vertical progression - and as you say, lean more into horizontal progression - into 6th edition, given the fewer, less granular feats? I suspect 8th as the cut-off for normal progression will be too strong to meet the intent of E6, because in my normal campaigns I see a marked jump in player power after 6th. They stop feeling very mortal, as they do up to 6th. What I think I could - and probably should - do, is run the horizontal-advancement levels up to 6+8. Making for a much longer possible arc, and hitting the 6+4 or 10th level cap that the original system found effective. Saying that, my intent is to benefit from what was discovered by the original experiment... I truly value that preexisting knowledge. [/QUOTE]
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