Ryan Stoughton has a system he calls E6. Here it is:
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. Feats with unattainable prerequisites under this system remain unattainable.
Nice, eh?
I like low-level play, and that’s why I like this system. My Kitsunemori campaign is hitting level 6. We’ll see how it goes from here. I think my players want to see high-level play, and I’m curious as well. I’m not looking forward to preparing adventures for high-level play, however. Using Red Hand of Doom will carry us from level 6 to 12, however, so I’ll postpone any decisions.
#RPG #thoughts
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Interesting take. My first impressions are that it’ll end up being a headache converting class abilities into feats, then having fighters wanting to take your new “Rage” and “Sneak attack” feats, or wanting to multi-class but can’t. Hmmm.. Nope. Doesn’t work for me...
If I wanted to keep the game low level, I’d just slow down the amount of XP and magic items given 😄
– GreyWulf 2007-06-28 15:19 UTC
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Well, I think *think* the way I’d play it is by not writing too many new feats. There would be a new sorcerer feat to learn a new spell, perhaps. But essentially, nothing new. Ryan said somewhere that once his players reach sixth level, he suggests that they start looking for goals beyond powering up.
We’re back in the [WhatIsAffordance affordance] discussion: The rules make it easy to rise in level, be powerful, beat dragons, etc. By capping at sixth level, he makes it explicit. His players agree to play at sixth level always instead of powering up very slowly. I guess this is an attempt in shifting the mental stance, changing expectations.
I happen to agree with many of the DMs on the E6 thread: Interesting idea, but my players won’t accept it. Well, I didn’t really ask them, but that’s what I suspect.
Since we’re currently all playing our first campaign again, I’m not worried. Let’s reach 12-15th level, start an adventure path taking us again from 1st to 20th level, restart and do it again, and then when I’m slowly runnign out of high-level material (hah!) we can always come back to E6. 😄
– Alex Schroeder 2007-06-28 16:44 UTC
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Why bother with a class-based system to begin with then? Take Everway and go with that 😄
– madalex 2007-07-01 22:35 UTC
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Well, I enjoy using the spells I know, the monsters I know, and perhaps even some of the low and mid level adventures I own... What do you like about Everway? I’m intrigued by the Everway page on Wikipedia…
If I wanted to be rules-light and nearly d20 compatible, I’d pick up Robin’s M20 again. And if I wanted just rules-light, I’d pick up subjective Fudge. Something like Märchen Fudge. 😄
– Alex Schroeder 2007-07-02 00:40 UTC
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I like Everway as it’s easy, flexible and fast... combats usually only take a couple of minutes to resolve, if at all, character creation is easy and still you get characters with a great depth to them - basically, Everway is less rules and more story.
– madalex 2007-07-02 10:55 UTC
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I remember trying to get my players interested in Grofzg (German) or Grofzg With Fudge Dice, my first rule-lite diceless system... They didn’t like it. 🙁
I fear that I’d be buying Everway for myself to read, and for everybody else to ignore. Should you run a campaign using Everway, I’m interested. 😄
But first – Changeling!
– Alex Schroeder 2007-07-03 00:16 UTC