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E6: The Game Inside D&D
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<blockquote data-quote="Kunimatyu" data-source="post: 3786261" data-attributes="member: 22057"><p>I'm going to start posting some of my notes for my upcoming "Mord" (Dictionary of Mu) campaign:</p><p></p><p><strong>Character Generation:</strong></p><p></p><p>I'm not a big fan of nonhumans (mostly because you really have to play them as people in funny suits, or they become unrelatable) and this setting has much more of a "science fantasy" feel, so I think I'm going to go with humans as the only playable race. (There are some nonhumans lurking in the shadows, like some very Barsoomian four-armed white apes, but that's for later...)</p><p></p><p>My other reason for doing this was to avoid a non-obvious pitfall of E6 -- when you get bonus feats after level six (and one of those feats grants more skill points), the classic human benefits of an extra feat and skill points don't mean very much. In a standard campaign, this would encourage people to pick exclusively non-human races, losing some of the feel I want.</p><p></p><p>However, there's still the problem of the extra feat and skill points not being that useful. I've decided to fix that by grabbing one of my favorite d20 books, Iron Heroes, and pulling the Trait system out of it. For those unfamiliar with IH, traits are an alternative way of granting players abilities similar to racial abilities in the standard PHB, but they're based on the character's background and history rather than their race. For example, a character who has the "City Rat" and "Perceptive" traits will be very different from one who chooses "Child of Faith" and "World Traveler". I'm also creating a few unique traits for the world of Mord -- "Child of Atlantis" will give the character the ability to take psionic classes, for example. I'm hoping that the trait system will encourage people to think more closely about their character's backstory and get them a little bit more involved.</p></blockquote><p></p>
[QUOTE="Kunimatyu, post: 3786261, member: 22057"] I'm going to start posting some of my notes for my upcoming "Mord" (Dictionary of Mu) campaign: [B]Character Generation:[/B] I'm not a big fan of nonhumans (mostly because you really have to play them as people in funny suits, or they become unrelatable) and this setting has much more of a "science fantasy" feel, so I think I'm going to go with humans as the only playable race. (There are some nonhumans lurking in the shadows, like some very Barsoomian four-armed white apes, but that's for later...) My other reason for doing this was to avoid a non-obvious pitfall of E6 -- when you get bonus feats after level six (and one of those feats grants more skill points), the classic human benefits of an extra feat and skill points don't mean very much. In a standard campaign, this would encourage people to pick exclusively non-human races, losing some of the feel I want. However, there's still the problem of the extra feat and skill points not being that useful. I've decided to fix that by grabbing one of my favorite d20 books, Iron Heroes, and pulling the Trait system out of it. For those unfamiliar with IH, traits are an alternative way of granting players abilities similar to racial abilities in the standard PHB, but they're based on the character's background and history rather than their race. For example, a character who has the "City Rat" and "Perceptive" traits will be very different from one who chooses "Child of Faith" and "World Traveler". I'm also creating a few unique traits for the world of Mord -- "Child of Atlantis" will give the character the ability to take psionic classes, for example. I'm hoping that the trait system will encourage people to think more closely about their character's backstory and get them a little bit more involved. [/QUOTE]
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