Pathfinder 1E Will's E6 Pathfinder project, feedback requested

Will

First Post
Overview

I really like D&D third edition. However, I've long been dissatisfied with the gameplay at moderate and high levels. In addition, while Vancian magic is cool and useful, I missed the kind of magic I often see in modern fantasy, magic that plays out much differently than D&D magic.


I'm currently debating how I want to handle races: go with standard races, human-only, something weird/different? I don't want to go TOO outside the envelope, since it's already pretty houseruley as it is.

One idea that has some appeal is to use core races but with some fluff tweaks. For example, for a low(er) fantasy game, 800 year lifespans for elves kinda... mucks with things. If they are, instead, somewhat long-lived compared to humans but the mechanics aren't changed, then it creates a world that's perhaps more appropriate to the source material.

(Source material being things like Conan, Lankhmar, maybe certain bits of Discworld...)
 

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Imho

I love E6 and it's variants. I also like houserules. But on 1st glance, I'm not sure I like what you have done to magic and the magic using classes. I thought 1 of the ideas behind E6 was that the classes, melee and magic, were balanced at that point. So then you can play a balanced game of DnD without going though alot of effort in changing the game. If you go and change the caster classes and add a bunch of new classes and change the game that much, what's the point of E6? Just my opinion. If you are happy and your players are happy, more power to you.
 

Well, there are several reasons to go E6. One is as you mention.

My interest in E6 starts at the point in which it produces or sets a certain genre of play. But my interest extends from that, and it's the other things I want out of a game that drive me to do the other stuff, like magic and limited healing.

Namely: A game that favors a lot of talk, play, and planning rather than bold frontal assaults, where if you get in a fight you've screwed up, and where magic is rare and dangerous.


E6 already does what you've said, the only real adjustment there is how to handle a few things like cleric domains giving out a second domain power sometimes at or before level 6 and sometimes after. (Or similar with wizard schools, I think)
 

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