Red Hand to E6?

SodaGuy

First Post
I know I've heard it mentioned, but has anyone taken the time to do it? If so, linky/posty/private messagey please.

That's all I wanted but it'd be a short thread, so I'll divulge a little. Here's why I like e6: that scene in LotR where Boromir tries to steal the ring and then the uruk-hai come.

I think D&D completely loses the feel of danger at higher levels. In that scene, even though everyone was killing orcs left and right, there was still danger. Eventually the heroes would have died. The first encounter in Red Hand is 8 hobgoblins and then 6 reinforcements. But there's no risk. I kill hobgoblins before my coffee in the morning. I want to be powerful but I don't want to be so powerful that I'd walk into the dragon's lair without a real good plan for surviving.

So, I'm also asking for a list of variants or house rules or any some such that'd fit my style.

And thirdly, if nobody comes through with some help, I'll end up playing Red Hand as written with 2 friends and I'm not very familiar with gestalt. Can anyone give me a rough guide of how the challenge rating system fairs with a two-person gestalt party? Should we start a level higher? Should I tell the dm to cut the treasure in half?

Thanky thanky thanky.
-Soda


EDIT- Oh yeah, I like my magic moderately low. I've been reading Iron Heroes 'cause I thought I might like it when it said it should be the characters that are strong, not their gear. I like the world where a sword that becomes wreathed in flame on command is legendary. Iron Heroes has some good stuff but it's mostly in the realm of more feats and with e6 giving even more feats, I think I'll run out of space on my character sheet. :D
 
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