I was wondering if anyone had worked on including prestige classes in E6? For the most part I've found that you need to hit 7 before you can think about taking one. Are there any feats that would allow for the reproduction of prestige classes?
I am first time GM since 2nd edition. I have been running a game every other week. It took them a little over 8 months to get from first to 6th level where they are at now. I have since gone to milestone level ups so they will not level up until they finish "Into Quabus." After reading this, I will throw out the idea of trying this E6 idea to see how it plays out. My game is a back up game for our normal group. My game allows all type of content before allowing new content into my friend's main game. The main game players have been playing together for 15+ years.I'm currently running an E6 game.
My players said it sounded like a fun variant, and I was intrigued with the idea.
Despite that, there have been a few snags. Spells of level 4 or higher are sorely missed, and I do pine to make use of the hundreds of prestige classes I've accumulated.
Also, the DM first needs to decide exactly how hard it is for an NPC to get to level 6. In my campaign, it's a little like WoW: getting there is hard, but enough make it, and once you do there's a lot of stuff that needs to be done.
We're currently at level 3. The campaign is going well, and I'm compiling a document with most of the good feats I want accessible to my players.
I’d be very curious to know how it works out in 2e. Especially considering 2e doesn’t have feats. (Or maybe Skills & Powers had something like feats? I don’t remember.)I am first time GM since 2nd edition. I have been running a game every other week. It took them a little over 8 months to get from first to 6th level where they are at now. I have since gone to milestone level ups so they will not level up until they finish "Into Quabus." After reading this, I will throw out the idea of trying this E6 idea to see how it plays out. My game is a back up game for our normal group. My game allows all type of content before allowing new content into my friend's main game. The main game players have been playing together for 15+ years.
Experience over milestone once everyone is level 6 is almost mandatory. Knowing when you hit 5000 xp so the players can take a feat, and every three feats is another equivalent level. It's like not like a standard game where you just get a level once you hit a certain story progression, once you get to that point. Just something to be wary on.I am first time GM since 2nd edition. I have been running a game every other week. It took them a little over 8 months to get from first to 6th level where they are at now. I have since gone to milestone level ups so they will not level up until they finish "Into Quabus." After reading this, I will throw out the idea of trying this E6 idea to see how it plays out. My game is a back up game for our normal group. My game allows all type of content before allowing new content into my friend's main game. The main game players have been playing together for 15+ years.
Why doesn't milestone work?Experience over milestone once everyone is level 6 is almost mandatory. Knowing when you hit 5000 xp so the players can take a feat, and every three feats is another equivalent level. It's like not like a standard game where you just get a level once you hit a certain story progression, once you get to that point. Just something to be wary on.
I guess that depends on the form milestones take. Should work fine if you base them on the completion a predetermined number of major or minor missions (especially those set by the party), rather than at specific points of a “story.”Experience over milestone once everyone is level 6 is almost mandatory. Knowing when you hit 5000 xp so the players can take a feat, and every three feats is another equivalent level. It's like not like a standard game where you just get a level once you hit a certain story progression, once you get to that point. Just something to be wary on.
I haven't heard of anyone successfully pulling it off where they didn't just up and abandon it because they weren't able to adjust the milestone to be 1/3 of the story instead of a specific point. I suppose if a GM really wanted to, that person could keep standard milestone leveling and just hand out three feats all at once, but that seems a bit much.Why doesn't milestone work?
Regular schedule is likely a larger part of it. GMs in the past have noted that it was just easier to do XP. 3.5 in general does XP spread very well, and in E6, even if you get an abundance of XP, you're not suddenly uber powerful. Those three feats might just be Skill Focus, Toughness, and Weapon Focus. Not exactly game breaking compared to earning a 9th level spell when you're still getting used to PCs who only have 7th level spells.I guess that depends on the form milestones take. Should work fine if you base them on the completion a predetermined number of major or minor missions (especially those set by the party), rather than at specific points of a “story.”
Similarly, gaining a feat after a set number of sessions played should work fine, as well. Assuming a regular schedule for play, at least.
I took a good long look at replicating E6 in 1E. Doing it for 2E would be about the same. Problem is that 3E is structured differently and helps tremendously to make E6 actually work. PC's stop advancing at 6th level but get regular improvements in the form of feats, while their skills improvement basically halts. There are almost no other changes that need to be made to the rest of the 3E rules. That just doesn't hold true for 1E/2E. For starters the xp table is different for every class and there isn't a single level that makes a good stopping point for all of them. Beyond that, there isn't anything like feats in 1E/2E to continue to reward PC's with. Closest you could get would be NWP points but they make a poor substitute and I felt they'd start to imbalance the game in ways that feats wouldn't.I’d still be interested to know if E6 could be done in 2e, though.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.