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E6 - how does it change the feel of the game
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<blockquote data-quote="S'mon" data-source="post: 6011987" data-attributes="member: 463"><p>As Hobo said in the other thread, it has surprisingly little effect on world-building, because few fantasy worlds seem to take account of high level magic anyway. I could run Forgotten Realms or Greyhawk quite easily in E6 - I can even still have the uber-wizards flying over the battlefield raining fiery death from above!</p><p></p><p>One thing - NPC level cap and PC level cap are potentially different things. discussion of E6 seems to typically presume that PC and NPC is held to the same metric, but the implications of "PCs are held to 6th" is quite different if NPCs are capped at a different level. I would argue that for world-building it's the NPC cap that matters; for campaign play the PC cap eventually becomes the important thing.</p><p></p><p>My version of the Yggsburgh setting has a hard cap at E8 for almost all classed NPCs. This means Raise Dead or Teleport are extremely rare, just legends. But with the Pathfinder version of this campaign I have an E10 cap for PCs and a rare few NPCs, basically 9th and 10th become 'Epic Levels' like 21+ in a regular E20 campaign. With the AD&D version of this setting I'm not planning a level cap (except for demi-humans of course) <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" />, instead I'm just limiting max spell level to 5th*, which has much the same effect in terms of world-building.</p><p></p><p>*Higher in a few rare high-magic areas.</p><p></p><p>As well as the NPC E8 cap, I've changed 'spell demographics' so that some traditionally common spells like Fireball and other mass-destruction stuff is rare - that Lord Darktarn is known to have mastered this spell, and to have destroyed an entire orc tribe with it, is a major source of the terror he invokes. The result is something that to me is both a traditional D&D-style fantasy world, and much more plausible than most - fifty men in armour with halberds are a significant force, not (generally) spell-fodder, so traditional armies exist and mundane populations are a real military resource.</p><p></p><p>One thing I like about E8 as opposed to E6, by the way, is that I get to have trolls, ettins, hill giants etc as creatures that are scary, but opposable by the best NPC knights and heroes; that fits both the mood I want, and traditional tales. If I want something tougher than any known knight then I can use (eg) a frost giant.</p></blockquote><p></p>
[QUOTE="S'mon, post: 6011987, member: 463"] As Hobo said in the other thread, it has surprisingly little effect on world-building, because few fantasy worlds seem to take account of high level magic anyway. I could run Forgotten Realms or Greyhawk quite easily in E6 - I can even still have the uber-wizards flying over the battlefield raining fiery death from above! One thing - NPC level cap and PC level cap are potentially different things. discussion of E6 seems to typically presume that PC and NPC is held to the same metric, but the implications of "PCs are held to 6th" is quite different if NPCs are capped at a different level. I would argue that for world-building it's the NPC cap that matters; for campaign play the PC cap eventually becomes the important thing. My version of the Yggsburgh setting has a hard cap at E8 for almost all classed NPCs. This means Raise Dead or Teleport are extremely rare, just legends. But with the Pathfinder version of this campaign I have an E10 cap for PCs and a rare few NPCs, basically 9th and 10th become 'Epic Levels' like 21+ in a regular E20 campaign. With the AD&D version of this setting I'm not planning a level cap (except for demi-humans of course) :devil:, instead I'm just limiting max spell level to 5th*, which has much the same effect in terms of world-building. *Higher in a few rare high-magic areas. As well as the NPC E8 cap, I've changed 'spell demographics' so that some traditionally common spells like Fireball and other mass-destruction stuff is rare - that Lord Darktarn is known to have mastered this spell, and to have destroyed an entire orc tribe with it, is a major source of the terror he invokes. The result is something that to me is both a traditional D&D-style fantasy world, and much more plausible than most - fifty men in armour with halberds are a significant force, not (generally) spell-fodder, so traditional armies exist and mundane populations are a real military resource. One thing I like about E8 as opposed to E6, by the way, is that I get to have trolls, ettins, hill giants etc as creatures that are scary, but opposable by the best NPC knights and heroes; that fits both the mood I want, and traditional tales. If I want something tougher than any known knight then I can use (eg) a frost giant. [/QUOTE]
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E6 - how does it change the feel of the game
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