[5E variants] Does 5E lend itself (already) to an E6 approach?

Post/Author/DateTimePost
#1

cranebump

Oct 01, 2014 9:03:36

I know a lot of folks who can do the math thang really well (certainly better than I). I was just wondering if the system as it is now could work similarly to the E6 variant of 3.5, where characters grow horizontally, rather than certically, over time. The few assumptions I might make about this, initially are:

 

  • Classes would get MaxHP's at every level up to level 6 (or 7 or 8 or whatever makes sense).
  • Advancement would likely be a bit slower?

What Feats would still be in place?

What would be out of reach?

 

Just curious. The move toward reducing ludicrous power creep spurred E6. 5E might not have these issues to begin with. But if I wanted to run something like this, how would I do it? (because I'm evidently too lazy to design it myself):-)

 

#2

AaronOfBarbaria

Oct 01, 2014 9:25:50

In my opinion, to do an E6-like trimmed down version of 5th edition, you would follow these steps:

 

Step 1) Play numerous campaigns of 5th edition using the rules as written, playing each campaign through to the natural end of the story, or the point which the campaign crumbles under its own weight, whichever happens first - record the levels at which any breakdown occurs, and which classes were involved.

Step 2) Analyze the data to determine what exactly needs to be limited in order to enhance your enjoyment - it might be the whole core of the system getting wonky (like 3.5 did), or it might just be a few things in particular (like the Druid 20th level ability to have unlimited wild shape could potentially be)

Step 3) Change only what absolute needs changed.

 

...but then, I'm the guy that usually gets caught saying "don't knock it until you have actually tried it" in real life.

#3

mellored

Oct 01, 2014 10:20:51

Agreed.

5e is definatly better balanced then previous games.

 

But, if you want to stick with a low level feel, i suggest stopping at 10.

 

 

#4

cranebump

Oct 01, 2014 15:09:22

I am thinking that, outside rampant HP's, Bounded Acuracy solves a lot of power issues. I'll have to participate in playing the thing to see how it actually goes. Playing Baic packet to level 10 might be about my speec, actually.

#5

AaronOfBarbaria

Oct 01, 2014 18:37:40

Maybe do it a little old-school style and have HP gains drop to 1 (d6), 2 (d8), 3 (d10), or 4 (d12) for levels above 10th?

#6

Slaunyeh

Oct 01, 2014 23:37:48

It could probably be done just fine, but I think you'd need to adjust the horizontal advancement somewhat since handing out a feat every level would be kinda crazy (and also would make you run out of things that are actually useful to your character concept pretty quick).

#7

Diffan

Oct 02, 2014 2:11:27
E6 had other benefits besides reducing power creep. Chief among them was the reduction and balance of spellcasting. Since spells were only getting to 3rd level (maybe 4th with Epic capstone feats) magic and spellcasters just weren't as special or essential to the game. In 5e even though spell slots are reduced, Wizards are still able to utilize Wish and stuff like that. Then there's the lack of option that fuel the more horizontal growth of characters. In E6 Feats provide the most assured growth for the character, however there are also Organizations (PHB 2 & DMG 2) and templates that had power but on a more lateral scale than vertical one.
#8

Pelican12

Oct 02, 2014 10:34:34

Hitpoints and spells are what sticks out to me.  e6 will never work with full spell casting.

#9

Lawolf

Oct 02, 2014 10:49:30

Use these changes to make an E20.

 

HP at 1st level = Con score + rolled HD (but don't add Con mod).

 

HP thereafter = rolled HD (don't add Con mod).

 

Spellcasters can only learn up to 5th level spells. They can use their higher level slots as normal, but they can't learn any 6th, 7th, 8th, or 9th level spells.

 

The HP change will reduce PCs HP overall, making higher level challenges more difficult. The spell change will keep spellcasters power from reaching the levels often found in anime or superhero comics.

 

Overall the game will feel grittier and more low fantasy (like Conan).

(Reply to #9)

Diffan

Lawolf wrote:
(Reply to #9)

cranebump

Lawolf wrote:
(Reply to #11)

Diffan

cranebump wrote:
#13

Ravenspyre

Oct 03, 2014 7:09:37

Diffan wrote:
#14

cranebump

Oct 03, 2014 9:37:44

Diffan wrote:
#15

Miladoon

Oct 03, 2014 21:58:41

I think with this edition the thing to shoot for is the adventuring sweet spot.  If I understand it correctly, a lot of the game was designed based off of information that most players don't go to level 20.  I forget the level, but I think it was 10-14ish.

 

That being the case, I would wager that you would get the most of the game in that area, so I would E10 or somewhere in that area, maybe E12.  I would have to study the monster manual a little bit but I could start off with a few tweaks:

 

1 Make 17, 16, 14, 13, 11, 10 the standard array

2 Remove the two 'apprentice' levels for all classes, so they all start with their archetypes/paths/oaths at level one just like the flipping cleric.  I mean jeesh.

3 Double the XP requirements for character advancement once the players make it to the sweet spot

 

If and when I get the MM, I will try and find the power level where I have the most options and challenges for the player and probably stick in that area.

#16

Tony_Vargas

Oct 04, 2014 20:07:09

mellored wrote:
#17

Helaman

Oct 25, 2014 11:11:46

New to Next but what needs to be fixed at 1st level?

(Reply to #17)

danyc

Helaman wrote:
#19

Rastapopoulos

Oct 25, 2014 14:49:52

Tony_Vargas wrote:
#20

Helaman

Oct 30, 2014 2:43:09

I'm not sure the same problems that drive E6 in 3.5/PF exist to the same degree in Next to the degree seen in those systems.

 

I run an E7 game and play in an E6 and love the E format but Next (until level 10 at any rate) seems solid without the need to adjust.

 

 

#21

ClockworkNecktie

Oct 30, 2014 10:19:04

I think a level cap of 10 would probably give you a lot of the E6 feel. Maybe take out a few spells, like Raise Dead.

#22

Uchawi

Oct 30, 2014 13:23:47

I agree that level 10 would be the sweet spot.

#23

cowleymen

Oct 30, 2014 15:35:07

what is E6?

(Reply to #23)

AaronOfBarbaria

cowleymen wrote:
#25

mellored

Oct 30, 2014 18:02:59

I'm changing my vote to 11.

 

Still, slow the game down at 10, but allow 11 for a "Capstone" feature.

 

14 is the next stopping point.  Alot of nice abilities at 14.

#26

Helaman

Nov 01, 2014 21:26:39

Level 11 does seem to be the capstone.