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E6: The Game Inside D&D
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<blockquote data-quote="Nimloth" data-source="post: 3762637" data-attributes="member: 54068"><p>Yeah, the PDFs worked fine for me, it must be on your end. </p><p></p><p></p><p>I assume you've read post 37, 58, 62 with Grmstaff's similar idea. I think 1 of the reasons for keeping it RAW until 6th and then capping is to keep the rules changes as simple as possible. Rycanada has stated in previous threads he wanted to limit changes to new feats. I am sure an extended progression (or slower xp) and more feats as you level up (say, a feat every level) would work. It would just require more changes to remember and more effort from the DM if you use modules. Now, you really just have to change any higher CR monsters and any npcs over 6th level. But if you change the system you will have to change most of the npc's and monster because a 3rd level character in your system is not the same as a standard 3rd level.</p><p></p><p>My take on the "Epicness" of 6th. In E6 the best-of-the-best (aka: epic heros) are still mortal. They can't casually take on adult dragons singlehandedly, and 100 orcs are likely to kill them (these happened IMC at 15th level). So while technically "epic" it doesn't have the same meaning as a 21st level EPIC HERO. Thus, I have no problem with every village having a 6th level character (usually older folks with physical stat penalties). </p><p></p><p>I once read a thread about how, if you didn't use the training time between levels rules, a pc could go from 1 to 20 level in a couple of months. 4 encounters per day x 13 encounters per level come out to 60 days (or so). Basically it comes down to the DM controlling the pace of the game. If you don't want them to be 6th level when they're 18, just don't give adventures every few ingame days. Let them have lives between adventures.</p></blockquote><p></p>
[QUOTE="Nimloth, post: 3762637, member: 54068"] Yeah, the PDFs worked fine for me, it must be on your end. I assume you've read post 37, 58, 62 with Grmstaff's similar idea. I think 1 of the reasons for keeping it RAW until 6th and then capping is to keep the rules changes as simple as possible. Rycanada has stated in previous threads he wanted to limit changes to new feats. I am sure an extended progression (or slower xp) and more feats as you level up (say, a feat every level) would work. It would just require more changes to remember and more effort from the DM if you use modules. Now, you really just have to change any higher CR monsters and any npcs over 6th level. But if you change the system you will have to change most of the npc's and monster because a 3rd level character in your system is not the same as a standard 3rd level. My take on the "Epicness" of 6th. In E6 the best-of-the-best (aka: epic heros) are still mortal. They can't casually take on adult dragons singlehandedly, and 100 orcs are likely to kill them (these happened IMC at 15th level). So while technically "epic" it doesn't have the same meaning as a 21st level EPIC HERO. Thus, I have no problem with every village having a 6th level character (usually older folks with physical stat penalties). I once read a thread about how, if you didn't use the training time between levels rules, a pc could go from 1 to 20 level in a couple of months. 4 encounters per day x 13 encounters per level come out to 60 days (or so). Basically it comes down to the DM controlling the pace of the game. If you don't want them to be 6th level when they're 18, just don't give adventures every few ingame days. Let them have lives between adventures. [/QUOTE]
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