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Assaying rules for 5E E6 (Revised)
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<blockquote data-quote="clearstream" data-source="post: 8459314" data-attributes="member: 71699"><p>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.</p><p></p><p>Key spells that cuts out include <em>banishment</em>, <em>divination</em>, <em>dimension door</em>, <em>greater invisibility</em> and <em>polymorph</em>.</p><p></p><p></p><p>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 <strong>8-10 feats</strong>.</p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8459314, member: 71699"] 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. Key spells that cuts out include [I]banishment[/I], [I]divination[/I], [I]dimension door[/I], [I]greater invisibility[/I] and [I]polymorph[/I]. 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 [B]8-10 feats[/B]. 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. 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. 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. [/QUOTE]
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