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*Dungeons & Dragons
Playing to "Win" - The DM's Dilemma
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<blockquote data-quote="Distracted DM" data-source="post: 9579506" data-attributes="member: 6894926"><p>Oh no, Eberron isn't low-magic at all. I'm saying it's great because its themes and setting fit exactly what modern DnD's mechanics lead to: very powerful, special PCs that stand out in a world that also has plenty of magic... rather than trying to force the square block of modern DnD into the round hole of wanting a low-magic Sword & Sorcery-type game. It doesn't pretend to be something else.</p><p></p><p>I too love the concept of E6- I've run a bunch of 5e games to tiers 3 and 4 now, and I really do not like it ... but I can't get my groups over to DCC, so I keep thinking of actually pulling the trigger on the E9 rules I made. FYI Brancalonia has E6 rules... it's basically "stop at 6 and buy some extra features with XP," which is pretty much what I did with my as-yet-unused E9 rules. Personally I made it E9 because that's roughly the level of power that I figure NPC adventurers would retire at.</p><p></p><p>The "issue" I ran into is that part of E6/9 is that if the party wants to take on bigger threats, they need to get assistance... but having help means that the PCs themselves are being joined by a bunch of NPCs in a fight, lets say squads of archers etc. to help with a dragon, which means the players themselves get are spending less time "playing" and the burden is greater on the GM to be controlling/rolling for all the NPCs ... unless you're putting those NPC squads under the players' control.</p><p></p><p>More tangents :'D</p></blockquote><p></p>
[QUOTE="Distracted DM, post: 9579506, member: 6894926"] Oh no, Eberron isn't low-magic at all. I'm saying it's great because its themes and setting fit exactly what modern DnD's mechanics lead to: very powerful, special PCs that stand out in a world that also has plenty of magic... rather than trying to force the square block of modern DnD into the round hole of wanting a low-magic Sword & Sorcery-type game. It doesn't pretend to be something else. I too love the concept of E6- I've run a bunch of 5e games to tiers 3 and 4 now, and I really do not like it ... but I can't get my groups over to DCC, so I keep thinking of actually pulling the trigger on the E9 rules I made. FYI Brancalonia has E6 rules... it's basically "stop at 6 and buy some extra features with XP," which is pretty much what I did with my as-yet-unused E9 rules. Personally I made it E9 because that's roughly the level of power that I figure NPC adventurers would retire at. The "issue" I ran into is that part of E6/9 is that if the party wants to take on bigger threats, they need to get assistance... but having help means that the PCs themselves are being joined by a bunch of NPCs in a fight, lets say squads of archers etc. to help with a dragon, which means the players themselves get are spending less time "playing" and the burden is greater on the GM to be controlling/rolling for all the NPCs ... unless you're putting those NPC squads under the players' control. More tangents :'D [/QUOTE]
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Playing to "Win" - The DM's Dilemma
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