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E6: The Game Inside D&D
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<blockquote data-quote="der_kluge" data-source="post: 4563983" data-attributes="member: 945"><p>A PDF detailing all the nuances of running an E6/E8 game.</p><p></p><p>For example, I've already revised all the dragons to make them a little more approachable in terms of power levels. I've also got a massive document in the works covering all the gotchas with regards to magic item creation.</p><p></p><p>Some of the other areas I want to cover include:</p><p>What magic items simply can't exist in an E6/E8 game because of magic constraints.</p><p>What monsters should be available - what monsters represent extremely difficult (epic) fights?</p><p>Any modifications to spells - for example, detect magic should work slightly differently because 5th level spells would be considered "overpowering" in an E8 game.</p><p>All the epic feats.</p><p>Player build ideas</p><p>House rule options</p><p>mods to prestige classes</p><p></p><p>Anything else I think of along the way.</p><p></p><p>My goal is to basically allow GMs to toss their PHB/DMG/MM in favor of the E6/E8 bible since it will only have all the relevant stuff in it that they, or their players, would care about. - Well, ok, maybe not the MM, that's a lot of duplicated work right there, but at least the DMG, and chunks of the PHB.</p><p></p><p></p><p>Having ran an E8 game for the last year, I think there are some unique situations that arise that having a "bible" will make a lot easier to resolve.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 4563983, member: 945"] A PDF detailing all the nuances of running an E6/E8 game. For example, I've already revised all the dragons to make them a little more approachable in terms of power levels. I've also got a massive document in the works covering all the gotchas with regards to magic item creation. Some of the other areas I want to cover include: What magic items simply can't exist in an E6/E8 game because of magic constraints. What monsters should be available - what monsters represent extremely difficult (epic) fights? Any modifications to spells - for example, detect magic should work slightly differently because 5th level spells would be considered "overpowering" in an E8 game. All the epic feats. Player build ideas House rule options mods to prestige classes Anything else I think of along the way. My goal is to basically allow GMs to toss their PHB/DMG/MM in favor of the E6/E8 bible since it will only have all the relevant stuff in it that they, or their players, would care about. - Well, ok, maybe not the MM, that's a lot of duplicated work right there, but at least the DMG, and chunks of the PHB. Having ran an E8 game for the last year, I think there are some unique situations that arise that having a "bible" will make a lot easier to resolve. [/QUOTE]
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