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Assaying rules for 5E E6 (Revised)
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<blockquote data-quote="clearstream" data-source="post: 9338238" data-attributes="member: 71699"><p>Yes, I've tried two versions, the one in the OP and an alternative version we are using in our current campaign. The alternative version has it that</p><p></p><p style="margin-left: 20px"><strong>Level Progression Capped at 6th Level</strong></p> <p style="margin-left: 20px">Exactly as it says, the maximum level is 6th. So this is simplified, relative to the OP. This is what we're playing now.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Characters can Spend XP on ASIs (feats) and Epic Boons</strong></p> <p style="margin-left: 20px">So this is similar to original E6. You just decide what rate you want these to enter play and cost accordingly. We have it dialled so that it would take 3-4 sessions to gain a feat, and around 10 to gain an epic boon. Level-equivalence is still calculated in the same way as the OP.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Creatures Reduced to 0HP and "Dying" gain Stunned: 5</strong></p> <p style="margin-left: 20px">So the moment you go down, you gain 5 rounds of the stunned condition. You're still unconscious and making death throws as usual, however, most things that bring you back to consciousness (e.g. healing) do not alleviate stunned. This rule has been incredible in play! Unattractive <em>healing word</em>-driven whack-a-mole game play is gone. Players take and cast <em>cure wounds</em>... sometimes even pre-emptively. Dramatic scenes ensue, as characters strive to save downed friends.</p><p></p><p>Five rounds may seem punitive and there is reasoning behind it. We first chose it based on the largest number of rounds a character could in theory go before either dying or stabilising. What we used to see - and found unattractive - was that a character would go down and be healed and thus prone on their next turn. Under our new rule, players really, strongly, do not want to go down. On top of capping at 6HD, we have seen the action-economy price of defensive buffs become worth paying. That's a huge change. As I said, we've also seen a far more active and strategic approach to healing. The "efficiency" of letting characters on low HP be dropped <em>before </em>healing has gone out the window (what I mean is that a character on say 5 HP takes 15... was "efficient" because they can only drop to 0.) Combats typically run something like 3-10 rounds, with 4-6 being the middle ground. Out for five means you're out for the combat... or maybe up in the last few rounds. (We're still playtesting this, and it might go down to Stunned: 4 or Stunned: 3 in the long run.)</p><p></p><p>The combination of advancement capped at 6th and Stunned: 5 at 0 HP is leading to very lively play in our sessions. We love the rule and expect to keep Stunned: X on 0HP/dying for the long term.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9338238, member: 71699"] Yes, I've tried two versions, the one in the OP and an alternative version we are using in our current campaign. The alternative version has it that [INDENT][B]Level Progression Capped at 6th Level[/B][/INDENT] [INDENT]Exactly as it says, the maximum level is 6th. So this is simplified, relative to the OP. This is what we're playing now.[/INDENT] [INDENT][/INDENT] [INDENT][B]Characters can Spend XP on ASIs (feats) and Epic Boons[/B][/INDENT] [INDENT]So this is similar to original E6. You just decide what rate you want these to enter play and cost accordingly. We have it dialled so that it would take 3-4 sessions to gain a feat, and around 10 to gain an epic boon. Level-equivalence is still calculated in the same way as the OP.[/INDENT] [INDENT][/INDENT] [INDENT][B]Creatures Reduced to 0HP and "Dying" gain Stunned: 5[/B][/INDENT] [INDENT]So the moment you go down, you gain 5 rounds of the stunned condition. You're still unconscious and making death throws as usual, however, most things that bring you back to consciousness (e.g. healing) do not alleviate stunned. This rule has been incredible in play! Unattractive [I]healing word[/I]-driven whack-a-mole game play is gone. Players take and cast [I]cure wounds[/I]... sometimes even pre-emptively. Dramatic scenes ensue, as characters strive to save downed friends.[/INDENT] Five rounds may seem punitive and there is reasoning behind it. We first chose it based on the largest number of rounds a character could in theory go before either dying or stabilising. What we used to see - and found unattractive - was that a character would go down and be healed and thus prone on their next turn. Under our new rule, players really, strongly, do not want to go down. On top of capping at 6HD, we have seen the action-economy price of defensive buffs become worth paying. That's a huge change. As I said, we've also seen a far more active and strategic approach to healing. The "efficiency" of letting characters on low HP be dropped [I]before [/I]healing has gone out the window (what I mean is that a character on say 5 HP takes 15... was "efficient" because they can only drop to 0.) Combats typically run something like 3-10 rounds, with 4-6 being the middle ground. Out for five means you're out for the combat... or maybe up in the last few rounds. (We're still playtesting this, and it might go down to Stunned: 4 or Stunned: 3 in the long run.) The combination of advancement capped at 6th and Stunned: 5 at 0 HP is leading to very lively play in our sessions. We love the rule and expect to keep Stunned: X on 0HP/dying for the long term. [/QUOTE]
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