E6 Games - Interesting Read

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DM (Matt)

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Sep 20, 2012, 2:15:43 PM9/20/12
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E6: The Game Inside D&D

What is E6?

Earlier this year Ryan Dancey suggested that D&D has four distinct quartiles of play:

Levels 1-5: Gritty fantasy
Levels 6-10: Heroic fantasy
Levels 11-15: Wuxia
Levels 16-20: Superheroes

There’s been some great discussion about how to define those quartiles, and how each different quartile suited some groups better than others.

E6 is a game about those first 2 quartiles, and as a result, it has fewer rules, a low-magic flavor, and it is quick and easy to prepare. I have playtested the system extensively with my crew, and it works as intended. There seems to be a lot of lively debate about E6, and some real interest in how it works, so I've revised it here.

How E6 works

Like D&D, E6 is a game of enigmatic wizards, canny rogues, and mighty warriors who rise against terrible dangers and overcome powerful foes. But instead of using D&D’s 20 levels to translate characters into the rules, E6 uses only the first 6. E6 is about changing one of D&D’s essential assumptions, but despite that it doesn't need a lot of rules to do so.

In E6, the stats of an average person are the stats of a 1st-level commoner. Like their medieval counterparts, this person has never travelled more than a mile from their home. Imagine a 6th-level Wizard or 6th-level Fighter from the commoner's perspective. The wizard could kill everyone in your village with a few words. The fighter could duel with ten armed guards in a row and kill every one of them. If you spot a manticore, everyone you know is in terrible, terrible danger. Against such a creature, the wizard or fighter may be your only hope. E6 recognizes that 6th level characters are mortal, while providing a context where they are epic heroes.

Levels 1 to 6 was the period where a character comes into his own, where a crash course in action and danger transforms them from 1st-level commoners into capable fighting men (or corpses). Once transformed by their experiences, a character’s growth is no longer a continuous, linear progression. There are still major differences between the master warriors and the veteran mercenaries, but it's not a change of scale.

Rules

Character progression from level 1 to level 6 is as per D&D. Upon attaining 6th level, for each 5000 experience a character gains, they earn a new feat. A diverse selection of feats should be made available in any E6 campaign, however, feats with unattainable prerequisites under this system remain unattainable. 

For the purpose of experience awards, treat each 5 feats as +1 CR (or level), to an upper limit of 20 feats. After this, a ratio of 10 feats to 1 CR can be used, as it becomes more and more difficult to bring all a character’s feats to bear in a given situation. Alternatively, and at the GM’s option, player-characters with more than 20 feats can simply be always treated as if they were level 10 for experience and challenge purposes.

For the GM

E6 isn't just a change for the players: Monsters are presented differently than in d20. Just as level 6 parties in D&D aren’t expected to tangle with monsters higher than CR 10, the mighty monsters of E6 require special consideration for presentation in-game. E6 characters aren't intended to go up against high-level D&D threats under the same circumstances as high-level D&D characters; those creatures, if they are defeatable at all, require the kind of resources and planning far beyond the typical D&D encounter.

In terms of raw rules, CR 7-10 monsters are an excellent guide for what E6 characters can handle. As they rise to around the 20-feat range, the range is more like 7-12. Beyond that, a DM should take monsters in the CR 7-12 range and use feats (and to a lesser extent templates) to advance them. Hit die or class-based advancement beyond CR 12, or base monsters above CR 12 should generally be avoided as straight-up fights.

Of course, not every monstrous encounter is a straight-up fight. For example, insane horrors from another age might be a reason to run, and there is little a character could do in the face of an angry Titan. But these situations don’t call for direct confrontation, except with some special resource or amazing circumstance. Perhaps, in a special ritual with the presence of 20 mages, a Titan can be bound to the mortal realm (lowering its stats to an Aspect of Kord), with whom the players can do battle. Again, that's far from a straight-up fight with a CR 20 creature, but we can console ourselves with the fact that it's probably a very memorable encounter.

If, as a result of the restrictions on items, an item cannot be created, then it should not be distributed as normal treasure. Like high-level monsters, such items should be placed carefully and built to make sense in the context of your game. For example, a +4 sword can’t be made by a human wizard, but it could be crafted by a Titan (which makes for great god-stats). That's a sword that no mortal can make.

E6 will always inherit D&D's balance issues at the same level, especially issues that result from scenarios where those characters D&D characters have long periods of downtime. The best approach is to be cognizant of these issues when considering what feats to allow in your E6 game. 

Hamorgrim - Josh

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Sep 21, 2012, 2:58:24 PM9/21/12
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I'm a fan.
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