E6? Is it your cup of tea?

What's your take on E6?

  • E6? What's that?

    Votes: 31 19.0%
  • I love it! I'm already playing E6 or a variant thereof

    Votes: 15 9.2%
  • I love it! My next campaign is gonna be E6

    Votes: 33 20.2%
  • I love it! But my players refuse to play it. :(

    Votes: 13 8.0%
  • It's not my cup of tea.

    Votes: 65 39.9%
  • I would never consider playing or running E6.

    Votes: 30 18.4%
  • I don't even play D&D. Why are you bothering me with these questions?

    Votes: 4 2.5%

In the campaigns I've played and the ones I've run, characters are interesting their entire life from an RP perspective, but are most interesting from a mechanical perspective from like 4th to 14th. Call it a sweet spot for me with the rules. I don't like too high (and I've played up to about 25th), and while the first few levels are very definitive for the character, they don't give much mechanical differentiation from others of the same class.

For me, having both RP and mechanical interest is best; I think E6, while a fine concept, wouldn't scratch that itch for me.

Cheers,
=Blue(23)
 

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My previous MO as a DM was just to never run beyond the early teens in levels. E6 means I can not worry about it, and DM in the "sweet spot" indefinately. I really dislike higher level D&D both as a player and even more especially as a DM.

So I love it, needless to say.
 


Basically, E6 is Epic at level 6. Characters do not advance beyond level 6 but every 5,000 xp gain a feat.

You can read much, much more about (and more elequently than I can say) here: E6

I like it and I've convinced one of my players that it'd be cool. I'm still working on the others. :)
 

EDIT: I should take Improved Initiative.

Just a few threads down...

http://www.enworld.org/showthread.php?t=206323

I like it enough I might actually DM a campaign with it. Might. And I'm working on balance issues and such with it (check the House Rules forum).

Oh, simple summary from the GiantITP forums:

Middle Snu said:
You're correct that E6 will not result in higher character death than normal D&D. But what you're missing is that the gritty feel has a lot to do with capabilities vs. fluff.

Fluff: An awesome hero. He's really, really good at fighting. In fact, he's among the best fighters around, although probably not the best fighter anywhere.

Capabilities
E6: He's a 5th level fighter, so he can probably take down a dozen thugs... unless they grapple him or get lucky. He can also jump off a 50-foot cliff, and is probably as good as an olympic jumper (25 foot jumps), and survive being poisoned.

Vanilla: He's a 16th level fighter, so he can fight a small army (say, 400?) and win. He can also jump off the Cliffs of Insanity and walk away every time, make jumps of 50 feet, and resist most poisons known to man.


In both frameworks, we have a "great hero." The difference is, the first is grittier.
 

I think E6 is a really cool idea and could probably sell my players on it, but I'm not presently planning an E6 campaign.

If I did one, it would probably be Star Wars Saga-based, since I would find that version of 1st level more palatable and Rycanada's death rules are native to that system.

Actually, I wouldn't mind selling my players on Saga E6 for the next d20 campaign I run (since I think it fits the Final Fantasy Tactics/Final Fantasy 12 flavor better), but since it's a sequel to a campaign that ran to 21st level, I doubt they'll bit on it in this specific instance.
 

I would never consider playing or running E6.

I just don't see any need for it... or the appeal.

Mechanically or otherwise.

edit: for me, the game *starts* at/around level 6!! I'm sick to death of the first 5 levels. Our current campaign we're level 15... and its good times.
 
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I'm at about 7th level in a friend's Shackled City adventure, so we're unlikely to move on to another campaign until 4e comes out.

Still, I've been contemplating an E6 game. My answer is in the 'I plan on using it for next campaign,' but along with the above issue is the fact that my players are reluctant on the idea.

Which makes me reluctant to run it, because, well, people unenthused for a game can often spell self-made disaster.

Drowbane:
Put simply, one broad reason for E6, mechanically, is the same reason Epic rules needed to change how advancement works.
 
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A few years ago - yes, I would be in - but I have since realized my players really enjoy the superhero aspect of high level D&D. If I want gritty I'll polay WFRP.
 

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