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E6: The Game Inside D&D
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<blockquote data-quote="Scurvy_Platypus" data-source="post: 5317033" data-attributes="member: 43283"><p>And being the opinionated platypus I am, I gotta chime in too.... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>This limit is really more a function of "players can craft magic items", rather than something that has to apply to the entire gameworld.</p><p></p><p>For example, there's a fantastic book done some time back called, "The Artificer's Handbook". It approaches crafting magic items from a different perspective and adopting those rules (in the background) means that you've got a lot more possibilities that have opened up. Instead of wild-eyed mages crafting everything in sight, you'd have guilds that basically create high-end custom pieces for special clients. Governments that contract guilds, cursed items created by forced mageslave labour... all sorts of possibilitites.</p><p></p><p>The core of the rules are OGC and were posted for free here at ENWorld. Check them out here: <a href="http://www.enworld.org/forum/other-rpg-discussion/240200-artificer-handbook-update.html" target="_blank">http://www.enworld.org/forum/other-rpg-discussion/240200-artificer-handbook-update.html</a></p><p></p><p>I have always said and will continue to say, E6/E8 doe _not_ have to equal "low magic" or "grim and gritty". It's a popular user choice, but either through houeruling of one sort or another, or plugging in a new rules-framework like the Artificer's Handbook, you can live in a pretty magic rich environment. I'm a major fan of E6/E8 because I find the constant inflation that goes on in the game to be pointless and annoying. At higher levels it breaks the game down. But I allow spells up to and including Teleport and I'm a big fan of magic dripping everywhere, having spent 20 years doing the "low magic" thing and being fed up with it.</p></blockquote><p></p>
[QUOTE="Scurvy_Platypus, post: 5317033, member: 43283"] And being the opinionated platypus I am, I gotta chime in too.... :D This limit is really more a function of "players can craft magic items", rather than something that has to apply to the entire gameworld. For example, there's a fantastic book done some time back called, "The Artificer's Handbook". It approaches crafting magic items from a different perspective and adopting those rules (in the background) means that you've got a lot more possibilities that have opened up. Instead of wild-eyed mages crafting everything in sight, you'd have guilds that basically create high-end custom pieces for special clients. Governments that contract guilds, cursed items created by forced mageslave labour... all sorts of possibilitites. The core of the rules are OGC and were posted for free here at ENWorld. Check them out here: [url]http://www.enworld.org/forum/other-rpg-discussion/240200-artificer-handbook-update.html[/url] I have always said and will continue to say, E6/E8 doe _not_ have to equal "low magic" or "grim and gritty". It's a popular user choice, but either through houeruling of one sort or another, or plugging in a new rules-framework like the Artificer's Handbook, you can live in a pretty magic rich environment. I'm a major fan of E6/E8 because I find the constant inflation that goes on in the game to be pointless and annoying. At higher levels it breaks the game down. But I allow spells up to and including Teleport and I'm a big fan of magic dripping everywhere, having spent 20 years doing the "low magic" thing and being fed up with it. [/QUOTE]
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