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Assaying rules for 5E E6 (Revised)
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<blockquote data-quote="Jaeger" data-source="post: 8468391" data-attributes="member: 27996"><p>Well, my solution to that would be that in addition to cutting monster HP in half, would be to dial back the drama a bit on the higher CR monsters damage. Dial back the damage dice one die step, knocking the number of damage dice in half, or something similar. One would have to use a sharpie pen and their judgement on a case by case basis.</p><p></p><p>Part of the reason IMO The HP count and damage on some of the creatures is so high is so that they can remain a threat to PC groups as they continually level up and their HP increases. With an E5/6 mod that is just not needed.</p><p></p><p>But ultimately IMHO, that extra 6 HP or so will not make much difference if the PC stands in front of a creature after taking a good shot.</p><p></p><p>For me part of E5/6 feel is the complete paradigm shift of how many, and of what kind of creatures you can throw at your PC's. </p><p></p><p>E6 games can no longer be <em>monster-of-the-week</em> campaigns. Humanoid creatures like people and Orcs should be the bulk of the enemies that they fight. A single hill giant should be a Big Deal for the entire party!</p><p></p><p>The days of the players taking down a group of marauding Giants by themselves are over.</p><p></p><p>IMHO; Appendix A and especially B should be the most used parts of the 5e MM in an E5/6 campaign.</p><p></p><p>As for dealing with things like Dragons - well there was a reason long polearms were once a thing in the game back in the day!</p><p></p><p>IMO rules for creating/setting big traps, the use of long polearms like Pikes, and ballista should be a thing. If not outright necessary for the bigger creatures in the MM. </p><p></p><p>Also Henchmen/Hirelings; Dragon hunting is a group event.</p><p></p><p></p><p></p><p></p><p>I don't think so. Looking at how my Barbarian would work and the remaining class features there are no real "trap" abilities. Everything is useful.</p><p></p><p>Of course you will get people who will do the math and figure the ideal "build" for dealing the most damage in this or that circumstance, but they were doing that already in normal 5e with multiclassing...</p><p></p><p>Also for me part of it would be taking a sharpie pen to parts of the feats that are OP as well. Like the Alert feat; I'd either re-write it, or it is out! It's a bit ridiculous. So for my E5 I'd have to go through the feats with my sharpie pen as well and take out stuff that crosses into the superhero ability spectrum as well.</p></blockquote><p></p>
[QUOTE="Jaeger, post: 8468391, member: 27996"] Well, my solution to that would be that in addition to cutting monster HP in half, would be to dial back the drama a bit on the higher CR monsters damage. Dial back the damage dice one die step, knocking the number of damage dice in half, or something similar. One would have to use a sharpie pen and their judgement on a case by case basis. Part of the reason IMO The HP count and damage on some of the creatures is so high is so that they can remain a threat to PC groups as they continually level up and their HP increases. With an E5/6 mod that is just not needed. But ultimately IMHO, that extra 6 HP or so will not make much difference if the PC stands in front of a creature after taking a good shot. For me part of E5/6 feel is the complete paradigm shift of how many, and of what kind of creatures you can throw at your PC's. E6 games can no longer be [I]monster-of-the-week[/I] campaigns. Humanoid creatures like people and Orcs should be the bulk of the enemies that they fight. A single hill giant should be a Big Deal for the entire party! The days of the players taking down a group of marauding Giants by themselves are over. IMHO; Appendix A and especially B should be the most used parts of the 5e MM in an E5/6 campaign. As for dealing with things like Dragons - well there was a reason long polearms were once a thing in the game back in the day! IMO rules for creating/setting big traps, the use of long polearms like Pikes, and ballista should be a thing. If not outright necessary for the bigger creatures in the MM. Also Henchmen/Hirelings; Dragon hunting is a group event. I don't think so. Looking at how my Barbarian would work and the remaining class features there are no real "trap" abilities. Everything is useful. Of course you will get people who will do the math and figure the ideal "build" for dealing the most damage in this or that circumstance, but they were doing that already in normal 5e with multiclassing... Also for me part of it would be taking a sharpie pen to parts of the feats that are OP as well. Like the Alert feat; I'd either re-write it, or it is out! It's a bit ridiculous. So for my E5 I'd have to go through the feats with my sharpie pen as well and take out stuff that crosses into the superhero ability spectrum as well. [/QUOTE]
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