E6 Variation and Advice

Filthy Lucre

Adventurer
I'm going to be GMing a gritty steam/diesel-punk game set in a world where magic and technology fundamentally conflict, (re: Arcanum: Of Steamworks and Magick Obscura). To keep the game nestled in heroic fantasy I plan to run it as an E6 campaign using d20 modern. My players are ok with their core statistics, (Base attack bonus, saves, skills, etc), being capped at 6th level, however I worry that they'll run into character fatigue if they aren't able to really improve and gain more class features. What does the EnWorld brain trust think about the following variations of d20 Modern E6:


  • Gestalt Characters
  • Continue to advance without BaB/Saves/Skills/Spells improving

After reading through the Trailblazer system toolkit I'm fairly confident that either of these options, even together, won't take PCs off the rails or make the game unmanageable. What are all your thoughts? Does anyone have experience with running E6 games?

(P.S.: Just for fun and "fyi" the game will also utilize armor-as-DR and wound/vitality variants)
 

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