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E6: The Game Inside D&D
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<blockquote data-quote="Werebat" data-source="post: 5316740" data-attributes="member: 40158"><p>IMC, we use the Magic Item Compendium. This changes a lot. There are many, many useful items available for every body slot, and adding new powers to existing items is a lot easier (and less expensive) if you use the rules included in that book (which I personally think to be a good idea).</p><p></p><p>Even without MIC, I think E6 allows for +2 weapons to be crafted, as well as stat enhancers up to +4 (all). Throw in a special material like adamantium and you're talking 12,000 gp plus just for a magic sword, so the money has places it can go.</p><p></p><p>Personally I simplified by ruling that CL for items could be lowered to 6th so long as no spell higher than 3rd level was used in the item's creation (and PC can personally craft with their 4th level spells if they've earned them with epic feats).</p><p></p><p>It's interesting to see what people do with E6 and what their assumptions are about what the PCs should be doing after level 6. IMC the PCs are at 6+10 and haven't really left the "psychopaths in the sewers" stage; in fact they are literally fighting fungus-infested kuo-toa in the caves under a city right now (the old Lord of the Scarlet Tide adventure from Dungeon magazine, if anyone remembers).</p><p></p><p>My next shot at E6 is probably going to be an adaptation of Pathfinder's Kingmaker, so it might fall more in line with what Scurvy_Platypus envisions E6 to be.</p><p></p><p>Personally I think lowering the xp required to gain an epic feat to 2,500 per is a good idea, in part because it alleviates the overgearing associated with E6. Of course my way of doing things is the best for everyone so everyone should switch to it right now. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p> - Ron ^*^</p></blockquote><p></p>
[QUOTE="Werebat, post: 5316740, member: 40158"] IMC, we use the Magic Item Compendium. This changes a lot. There are many, many useful items available for every body slot, and adding new powers to existing items is a lot easier (and less expensive) if you use the rules included in that book (which I personally think to be a good idea). Even without MIC, I think E6 allows for +2 weapons to be crafted, as well as stat enhancers up to +4 (all). Throw in a special material like adamantium and you're talking 12,000 gp plus just for a magic sword, so the money has places it can go. Personally I simplified by ruling that CL for items could be lowered to 6th so long as no spell higher than 3rd level was used in the item's creation (and PC can personally craft with their 4th level spells if they've earned them with epic feats). It's interesting to see what people do with E6 and what their assumptions are about what the PCs should be doing after level 6. IMC the PCs are at 6+10 and haven't really left the "psychopaths in the sewers" stage; in fact they are literally fighting fungus-infested kuo-toa in the caves under a city right now (the old Lord of the Scarlet Tide adventure from Dungeon magazine, if anyone remembers). My next shot at E6 is probably going to be an adaptation of Pathfinder's Kingmaker, so it might fall more in line with what Scurvy_Platypus envisions E6 to be. Personally I think lowering the xp required to gain an epic feat to 2,500 per is a good idea, in part because it alleviates the overgearing associated with E6. Of course my way of doing things is the best for everyone so everyone should switch to it right now. :p - Ron ^*^ [/QUOTE]
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