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E6: The Game Inside D&D
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<blockquote data-quote="Werebat" data-source="post: 5369133" data-attributes="member: 40158"><p>All good questions. First, I feel I should defend my players somewhat. The two remaining who aren't jazzed up about E6 are a flat-out powergamer who has always been pretty up-front about missing out on the higher levels (although he shows up every session, does what min/maxing he can in E6, and says he'd rather play E6 than not play at all) and the fellow who I haven't seen "jazzed up" about a game in years, if ever. That second guy drifted out of my last 1-20 campaign for a while and then drifted back in. He was so-so about joining this campaign back before we (very early on) decided to convert to E6. He claims he was opposed to E6 from the start but I remember his first reaction to it was positive and he was for the change initially (I remember because I was surprised).</p><p></p><p>The guy who left was initially very in favor of E6. I think he left for a variety of reasons. His attendance had been VERY spotty for over a year (we're talking 25% of the time or so) and, while I hate to see him go, I liken his quitting to cutting off a sick branch. There's more going on with him but I won't get into that here.</p><p></p><p>There was a point when the players mentioned above came to me and claimed that they weren't having fun because they felt the feats they were getting weren't enough like gaining levels for them and advancement seemed too slow. I changed things up a bit in response, allowing feat gain with every 2,500 xp instead of every 5K, and later adding a boost of 1 hp (2 hp for characters with +6 BAB) and 1 skill point per feat gained (max ranks 9). </p><p></p><p>The players are playing orcs and goblinoids (goblins, hobgoblins, bugbears) in Eberron, and their main opponents are aberrations working in an effort to bring a return of their Daelkyr masters. I'd say they mostly fight monsters. I've heard complaints about equipment, but I always hear those and the numbers don't bear them out (they now have about twice the cash value in equipment that the books recommend for their power levels; furthermore, I encouraged "wish lists" of equipment not allowed in E6 that they could find as "artifacts" and only two players (both mentioned above) bothered making them; one got everything he asked for, and half the items on the other's list are actually purchasable in E6). I think what the players who care about it WANT is the standard 1-20 3.5 ability to go to ye old magick shoppe and instantly convert cash to any magic item they can pick from browsing the lists in the DMG and MIC (not that that's horrible, it just isn't quite possible in E6).</p><p></p><p>One of the things going on is that the guy who quit is running the Age of Worms campaign on Saturday nights. EVERY player who seems to have a problem with E6 is playing in this game (as am I). The Saturday game is sort of the "real campaign" while the Monday one is the "other game"; no one says that but it's the perception and has been for years. We play longer sessions on Saturday nights, so advancement is faster, there are more players (8, now), and people just seem more "invested". Is that because of the night, because of the fact that the DM is doing a better job, because the DM is using a premade adventure, or...? In any event, the two campaigns get compared. I figured out in my last campaign (1-20 3.5) that the Monday game was heartache, but I stuck with it when I had the chance to change because at the time I preferred DMing for the people who were playing Monday nights.</p><p></p><p><Shrug></p><p></p><p>Gotta take the kid to soccer practice...</p></blockquote><p></p>
[QUOTE="Werebat, post: 5369133, member: 40158"] All good questions. First, I feel I should defend my players somewhat. The two remaining who aren't jazzed up about E6 are a flat-out powergamer who has always been pretty up-front about missing out on the higher levels (although he shows up every session, does what min/maxing he can in E6, and says he'd rather play E6 than not play at all) and the fellow who I haven't seen "jazzed up" about a game in years, if ever. That second guy drifted out of my last 1-20 campaign for a while and then drifted back in. He was so-so about joining this campaign back before we (very early on) decided to convert to E6. He claims he was opposed to E6 from the start but I remember his first reaction to it was positive and he was for the change initially (I remember because I was surprised). The guy who left was initially very in favor of E6. I think he left for a variety of reasons. His attendance had been VERY spotty for over a year (we're talking 25% of the time or so) and, while I hate to see him go, I liken his quitting to cutting off a sick branch. There's more going on with him but I won't get into that here. There was a point when the players mentioned above came to me and claimed that they weren't having fun because they felt the feats they were getting weren't enough like gaining levels for them and advancement seemed too slow. I changed things up a bit in response, allowing feat gain with every 2,500 xp instead of every 5K, and later adding a boost of 1 hp (2 hp for characters with +6 BAB) and 1 skill point per feat gained (max ranks 9). The players are playing orcs and goblinoids (goblins, hobgoblins, bugbears) in Eberron, and their main opponents are aberrations working in an effort to bring a return of their Daelkyr masters. I'd say they mostly fight monsters. I've heard complaints about equipment, but I always hear those and the numbers don't bear them out (they now have about twice the cash value in equipment that the books recommend for their power levels; furthermore, I encouraged "wish lists" of equipment not allowed in E6 that they could find as "artifacts" and only two players (both mentioned above) bothered making them; one got everything he asked for, and half the items on the other's list are actually purchasable in E6). I think what the players who care about it WANT is the standard 1-20 3.5 ability to go to ye old magick shoppe and instantly convert cash to any magic item they can pick from browsing the lists in the DMG and MIC (not that that's horrible, it just isn't quite possible in E6). One of the things going on is that the guy who quit is running the Age of Worms campaign on Saturday nights. EVERY player who seems to have a problem with E6 is playing in this game (as am I). The Saturday game is sort of the "real campaign" while the Monday one is the "other game"; no one says that but it's the perception and has been for years. We play longer sessions on Saturday nights, so advancement is faster, there are more players (8, now), and people just seem more "invested". Is that because of the night, because of the fact that the DM is doing a better job, because the DM is using a premade adventure, or...? In any event, the two campaigns get compared. I figured out in my last campaign (1-20 3.5) that the Monday game was heartache, but I stuck with it when I had the chance to change because at the time I preferred DMing for the people who were playing Monday nights. <Shrug> Gotta take the kid to soccer practice... [/QUOTE]
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