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E6: The Game Inside D&D
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<blockquote data-quote="joela" data-source="post: 3796894" data-attributes="member: 48572"><p><strong>Adapting high-level adventures to E6</strong></p><p></p><p>Has anyone given thought or, even better, played a published high-level module in E6? I'm looking to adapt Red Hand of Doom by WoTC and Shades of Gray by Necromancer games for my campaign which is set in Eberron. While both can accommodate lower level PCs (the former starts at 5th level while the latter starts at 1st), both have encounters later in the book designed for 6th+ level PCs (11th and 12th, respectively). </p><p></p><p>My current ideas to adapt for E6 include 1) eliminate all unnecessary combat and 2) rescale all encounters, especially NPCs and monsters, to E6. For step 2, all major NPC encounters like elite soldiers, etc. are 3rd level while Big Bads are rewritten at 6th level + feats. </p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="joela, post: 3796894, member: 48572"] [b]Adapting high-level adventures to E6[/b] Has anyone given thought or, even better, played a published high-level module in E6? I'm looking to adapt Red Hand of Doom by WoTC and Shades of Gray by Necromancer games for my campaign which is set in Eberron. While both can accommodate lower level PCs (the former starts at 5th level while the latter starts at 1st), both have encounters later in the book designed for 6th+ level PCs (11th and 12th, respectively). My current ideas to adapt for E6 include 1) eliminate all unnecessary combat and 2) rescale all encounters, especially NPCs and monsters, to E6. For step 2, all major NPC encounters like elite soldiers, etc. are 3rd level while Big Bads are rewritten at 6th level + feats. Thoughts? [/QUOTE]
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