Is E6 in C&C possible?

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AslanC
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Is E6 in C&C possible?

Post by AslanC »

E6 was perhaps one of those ideas that really caught my attention when I was first presented with it.

It rekindled my love of D&D by showing me how to run a fun and long term campaign that kept it in the "sweet spot" for me, lvls 1 - 6.

I was looking at C&C and trying to think of a way to do it, but without Feats as well as different XP values, I don't think it can be done.

Anyone have any thoughts or experiences with this?

Cheers! :D

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Re: Is E6 in C&C possible?

Post by koralas »

Well you really wont have much of an issue with levels because of different XP charts. The highest XP required to make 6th level is the Paladin at 48,001. Only one class, when attaining this much XP hits 7th level, and that being the rogue. So maybe let the Rogue, and possibly the Assassin who needs 50,001 XP for 7th level, to gain 7th level, or better, instead of a hard level cap, though it is much the same thing, pick an XP cap for class level progression. After the Assassin, the next class to attain 7th level is the Bard and that is at a big jump of 10,00 XP more at 60,001 XP.

If setting an XP cap rather than a level cap, be careful, while it may be tempting to let the Bard get that one extra level, it would make the Bard almost the equivalent of a fighter in martial prowess, both would have a BaB of +6. The difference is the Fighter gaining Weapon Specialization for another +1, and Combat Dominance, though this latter is not as useful as it could be.

As for the rest of it, with the additional Feats and such... First take some of the higher level class abilities and make them available when spending XP. Next, go to other d20 style games for feats/skills/abilities, and convert them over. Finally, you could wait to get a copy of the CKG and use the Advantages as inspiration, and then also look to add more of your own following the examples therein.

I'm not sure what the goal really is, as in the E6 method, the characters will continue to progress in power, and in many ways, at a pace much quicker than if they continued to rise in levels.

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Re: Is E6 in C&C possible?

Post by Breakdaddy »

I dont know about E6 with C&C, but I agree that E6 really sparked my imagination when it was introduced. I loved the whole idea of characters growing in skill without the exponential power markup associated with full on level gains.
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Re: Is E6 in C&C possible?

Post by anglefish »

I'm not sure what E6 is fully about, but I can tell you that with CnC slower XP chart -- and a slightly different philosophy of game world design -- I gave my players a complete campaign experience from levels 3- 6!

To sum up:
  • We started at 3rd level because I had a lot of 3.X players who weren't going to see the benefit of the Siege system with just a +1 bonus
  • I bequeathed minor campaign rewards between levels (new NPC contacts, advanced bonuses like scroll creation, and exotic pets) and billed them as "level ups"
  • I adopted Eberron's "Low level -- High Adventure!" style of play
    • Let them become movers and shakers in the community early as compared to late
    • Created Low level NPCs with more prestige and influence as compared to combat bonuses (with CnC this was done by created NPCs as Monster HD with one or two class abilites than as leveled PCs.
    • Fun combat set pieces that included daring do
    • Let them get involved with creating their own local businesses/druidic groves (and organized criminal empires)
  • Several reoccurring villain NPCs
  • Lots of foreshadowing
In addition to that, CnC's slower XP chart, let me run a lot more low-level adventures that were still combat viable than my 3.x players were used to. Frankly most 3.x players expect to spend one module at each power level. Yet doing more than one module per level was something they never noticed. Actually they seemed surprised when they finally got a level. :lol:

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Re: Is E6 in C&C possible?

Post by jaguar451 »

I also like the idea of E6 in C&C -- there was a bit more discussion previously on E6 on these (old) threads, but can't search for two letter words such as 'E6' in this forum software.

Sounds like the CKG has rules to make this easier.

For handling different XP progressions, could use a 'capstone' feat for classes with lower XP requirements, which could be an advantage from the CKG, a higher-level class ability, or something made up (Could have Rogue make siege checks as if level 7, Bard fascinate as if 8th level, etc.)

Anglefish: if interested, more info on E6 is at http://www.enworld.org/forum/general-rp ... e-d-d.html (first couple of posts provide an overview of what it is.)

Koralis: "I'm not sure what the goal really is, as in the E6 method, the characters will continue to progress in power, and in many ways, at a pace much quicker than if they continued to rise in levels."

The way I see it is that they develop differently: The rough idea is that skills increase (feats / advantages), but spell levels, caster level, BtH, Hit points, and such items don't increase past level 6. So, folks can do more things, but not as god-like.

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Re: Is E6 in C&C possible?

Post by anglefish »

jaguar451 wrote:For handling different XP progressions, could use a 'capstone' feat for classes with lower XP requirements, which could be an advantage from the CKG, a higher-level class ability, or something made up (Could have Rogue make siege checks as if level 7, Bard fascinate as if 8th level, etc.)
.
The old fashioned way to handle this would be the "Chosen Few" method, where the party members get special benefits between levels because they are a certain bloodline, exposure to unique energies, etc. These are usually handled by an metagame system. Monte Cook's Choasitech and When The Sky Falls offers some good examples of this.

Another method of adding "Low Levels, High Adventure" would be to use a Action Point system. http://www.d20srd.org/srd/variant/adven ... ialActions

Something that I've thought about in CnC is the idea of "benchmarks," which could be a separate XP chart that's shared by everyone for certain rewards, or it could be a divisor of some sort that puts a new reward between levels, regardless of total XP for that level.

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Re: Is E6 in C&C possible?

Post by koralas »

Breakdaddy wrote:I dont know about E6 with C&C, but I agree that E6 really sparked my imagination when it was introduced. I loved the whole idea of characters growing in skill without the exponential power markup associated with full on level gains.
jaguar451 wrote:Koralis: "I'm not sure what the goal really is, as in the E6 method, the characters will continue to progress in power, and in many ways, at a pace much quicker than if they continued to rise in levels."

The way I see it is that they develop differently: The rough idea is that skills increase (feats / advantages), but spell levels, caster level, BtH, Hit points, and such items don't increase past level 6. So, folks can do more things, but not as god-like.
Ah, but here is where I think E6 actually perpetuates exponential power up, as opposed to continuing to level. Now I may be wrong, not actually having played it out, but, on average a character requires 35,000XP to progress from 6th to 7th level. and the scale goes up, doubling each level until 10th. So in the amount of XP you gain in just this one level, you gain access to 7 more abilities. What you don't get is HP or BtH adjustments, or spells of higher level than 3, unless you allow feats/skills to be purchased to allow such. Show me any class that gets this large a bump in progressing from 6th to 7th level, or even in a larger jump from to 6th to 10th level. The closest thing you will find is the spell casters, a Wizard/Illusionist will gain access to 7 more spells, one of each level 1-3, and 3 of level 4. This is a pretty big bump, but where the character under E6 uses just 35,000XP to get to those 7 added Feats, the Wiz/Ill requires 457,500 XP to get those added spells, and yes an increase in her effective casting level, plus 4d4HP and +1 BtH. Clerics and Druids gain even more in the way of spell use, since at 10th level they have access to 5th level spells, and need slightly less XP 390,000 for the cleric and 365,000 for the druid. They also each gain 4d8 more hp, pretty big, and +2 BtH. Now compare that to gaining Wiz/Ill gaining 91 new abilities, the cleric and druid gain 78 and 73 abilities respectively. Which character would be more powerful? At the same XP levels, I would say the 6th level character with a crap ton of Feats, unless said Feats have little in the way of boosting character ability, but then the 5 Feats = +1 CR and after 20 Feats gained 10 Feats = +1 CR is meaningless. So with 78 total feats with enough XP to be 10th level, a Wizard under E6 would be "equated to" a 6 + (20/5 = 4) + (91-20=71/10 = 7.1 ) = 17th level character.

That is what I question about the goal of the rule set, see the side bar on page 6 for the following points.

First it states that it provides very fast play at every level. Here I will argue that it does not, that as the characters progress, the game will necessarily slow down. My rational for that is due to the shear number of abilities/feats/skills/powers/whatever-you-want-to-call-them that the characters will have. Selecting an ability or combination thereof will ultimately make the game slower, especially when it comes to combat. Sure in a standard game, spell casters have a load of options with spells, but they generally have an idea of what/when/where they will use a spell at the time they select the spell to memorize. Here with E6, everyone goes back to having a load of options to select from, and making matters worse, some of which some were selected months ago and perhaps forgotten about, so you have to look up what it does.

Second, it is supposed to focus on in-game planning as opposed to leveling. I think the opposite is true, with so many more options, the player must focus much more stringently on how they spend those XP, and gives them more of a chance to min/max than with standard levels. Also, C&C already has eliminated CR as part of the mechanic (something I did away with when I ran 3.xE), so the characters must plan, if they know they are going up against a foe that is overwhelming, or make decisions on the fly about fighting or not. If going up against something that is dramatically more powerful than themselves, they either need to run or recruit sufficient assistance to take on the threat.

Third, it says that it wants to be a low-magic as opposed to low-fantasy style of gaming, this it does accomplish. However, this can easily be accomplished with less drastic changes to the game mechanic. Of course, as you scale down magic, you have to provide a boost to the magic-heavy classes or they become less useful, and less likely to be played. This rule set does nothing of the sort for the wizard or the cleric types, and gives nothing to make them a compelling choice to play. One possible way to modify this for a wizard/ill is to allow them access to light armors and an expanded weapon list, and maybe a d4+1 hp/level or d6hp/level, while slowing the spell casting progression. A cleric/druid should gain additional weapon choices, and perhaps a better BtH chart or allow them to specialize in a weapon, and a slightly slower spell progression. These are possible suggestions, not play tested, but could be an answer to providing a low-magic setting.

The fourth and fifth bullet points do not make much sense to me. Both are true whether you use the E6 style or not. There isn't a need for a meaningless encounter in any system, but sometimes there are some as a side-trek or filler, or simply because the characters did something stupid. Anytime I had players wanting to just go on a monster-hunt for XP, which was, thankfully, very infrequent, I felt that I was not doing my job as a DM and keeping the setting fresh and exciting. Further, a good CK knows that what is listed is typical of the creatures, not necessarily the end-all be all of them. Just ask the group that I had that ran into "just another bunch of kobolds"... yeah except they had a mage, a priest, and three elite warriors in the bunch, one character death, and others on the brink before they finally turned tail and ran away, and they were a group of 6 4th/5th level characters. Dragons have built in mechanic to scale their power. Anyone ever scoff at an Ancient Red Dragon?

Of all five points, the only one that I think the rules as presented detail effectively is the third point. But I ask is the drastic change in the game mechanic done in such a way as to provide desirable play for each class? For some the answer may be yes, for others, no... Personally, I do not think it works well. It is better suited to a d20 SRD style game, or 4E, as those are based on gaining all of the additional skills/powers/feats/abilities already, but even with them, it still starts to fall short, at least in my opinion. Now can it be done with C&C? Sure, but since C&C is streamlined to eliminate such complexity, there will be a lot of work required to get it workable.

As jaguar points out, with E6 you also cap Caster Level, BtH, HD, etc. And you could do the same with the standard rules, and yet still allow full on level progression. Caster level could be equal to the current level - level needed to acquire the spell level being cast. On a spell progression chart that is slowed, this will keep all of the most potent higher-level spells at a much lower caster level. BtH should be able to progress, there isn't anyone out there that has reached perfection in their craft, so perhaps you slow progression over time, HP is a huge issue, especially as I pointed to above, with wizards that suddenly will not be as effective against "higher level" monsters. After 6th level, their usefulness will drop off dramatically.

I can see the desire for a way to have characters advance in smaller increments. Something akin to the way the 40k RPGs do. In those games you earn XP, and have a pool of unused XP that can be used to purchase skills/abilities/stat increases, etc. Once you have used those XP they go into a spent pool. Your character level is determined by your spent XP pool. Once you have reached a set number of XP spent, you are considered to be a higher level, and have access to a larger set of skills/abilities that you may select from. Thus you progress steadily, and as you become higher level you can spend XP on any of the lower-level abilities, or abilities on the newly achieved level. StarSIEGE also accommodates a similar progression scheme, though it does not use levels, but rather just provides a set of skills you can select from. This is another drastic change to the game mechanic, but one that can be accomplished fairly easily. It would allow the CK to award less XP, to keep the progression down, yet still provide a steady stream of improvements to the characters.

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Re: Is E6 in C&C possible?

Post by Breakdaddy »

You'll probably want to use Pathfinder if you're dead set on E6. C&C is simply not geared for this type of play out of the box. The more I look at it, the more houserules one would have to apply to make it work properly. I will say that, for my part, E6 was a really cool idea but the one time I ran a campaign using the rules, it didn't seem QUITE as inspired or refreshing for the long haul. Still, a cool little idea. If you want to take a serious look at continuing to use a C&C base, try capping the level at 10 or 12 and adding some of the new powers from the CKG. This looks like it would work like a champ as long as you set the XP higher per power achieved (because their just arent as many powers from which to choose).

@Koralas: It's meant to emulate more of a Warhammer FRPesque feel. It does a decent job too. The thing to keep in mind is that while, yes, they are getting all deez kewl powerz, they must be qualified for them as if they were playing in a normal Pathfinder game. This keeps adding powers but keeping the overall packages from becoming overpowered. WFRP 2nd edition uses a similar approach wherein after EVERY session, the characters gain one powerup.

It works in actual play, but it isnt necessarily for every group. :)
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Re: Is E6 in C&C possible?

Post by AslanC »

Thanks for all the feedback everyone.

Seems like C&C may not be the choice for me in the end.

I was looking at Unisystem, but the amount of rules I would have to cobbling together and modify from the various sources is very overwhelming as well.

Pathfinder... ugh... c'est la vie.

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Re: Is E6 in C&C possible?

Post by Breakdaddy »

Well, you could always go skills-based like Savage Worlds. That game rocks pretty hard and you maintain a fairly consistent level of power for a good while in that one. Of course, it's always best at a fairly action movie or pulp type of feel. My best SW games have been Blackhawk Down or Aliens stylee, but it does fantasy very well from what I hear.

Hell, look at the base New World of Darkness book (not the genre books like vampire or werewolf, mind you). That book is fairly impressive at making "normal" human types and gearing them up for TEH BATTELS!
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Re: Is E6 in C&C possible?

Post by AslanC »

Breakdaddy wrote:Well, you could always go skills-based like Savage Worlds. That game rocks pretty hard and you maintain a fairly consistent level of power for a good while in that one. Of course, it's always best at a fairly action movie or pulp type of feel. My best SW games have been Blackhawk Down or Aliens stylee, but it does fantasy very well from what I hear.
I have SW Explorer's Edition, read it, and put it back on the shelf. Just doesn't capture my attention at all :(
Hell, look at the base New World of Darkness book (not the genre books like vampire or werewolf, mind you). That book is fairly impressive at making "normal" human types and gearing them up for TEH BATTELS!
Um... and how do I put this delicately? HELL NO! ;)

Looking at Arrowflight, but at $20 for a PDF, looking from a distance ;)

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Re: Is E6 in C&C possible?

Post by anglefish »

Breakdaddy wrote:Well, you could always go skills-based like Savage Worlds. That game rocks pretty hard and you maintain a fairly consistent level of power for a good while in that one. Of course, it's always best at a fairly action movie or pulp type of feel. My best SW games have been Blackhawk Down or Aliens stylee, but it does fantasy very well from what I hear.

Hell, look at the base New World of Darkness book (not the genre books like vampire or werewolf, mind you). That book is fairly impressive at making "normal" human types and gearing them up for TEH BATTELS!
I'll second the Savage Worlds system for letting you create action heroes that can still go down from one lucky punch.

Perhaps the classic system for consistent power level/low-level magic is Pendragon, where you play a dynasty of knights and magic is GM only. Since PC will range from highly experienced to squires in the middle of the game, it was designed to let the older PC have more political pull as compared to combat ability. Older knights also go downhill as they age.

And nothing makes players respect and fear magic as when it's totally out of their control.

As for old school gaming, there's plenty of charts and guidelines on how to grow your lands and the damage winter can do to your livestock.

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Re: Is E6 in C&C possible?

Post by Breakdaddy »

AslanC: word. One thing, however. Many people will tell you (I am one of these) that the Savage Worlds rules read like uninspired standard fare but in practice are far more awesome. YMMV
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Re: Is E6 in C&C possible?

Post by AslanC »

Breakdaddy wrote:AslanC: word. One thing, however. Many people will tell you (I am one of these) that the Savage Worlds rules read like uninspired standard fare but in practice are far more awesome. YMMV
Fair enough, though there are also concerns that the characters are all the same;

http://mostunreadblogever.blogspot.com/ ... characters

The first article is the last one on the page, so it reads backwards bottom to top, not top to bottom.

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Re: Is E6 in C&C possible?

Post by Breakdaddy »

I get where theyre coming from, but I havent personally seen this issue. It's a consideration. What about the FATE system? I like what I've read of it but have never gotten to play in a game.
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Re: Is E6 in C&C possible?

Post by AslanC »

Breakdaddy wrote:I get where theyre coming from, but I havent personally seen this issue. It's a consideration. What about the FATE system? I like what I've read of it but have never gotten to play in a game.
FATE is WAAAAY too hippie-dippie for me man.

I tried Spirit of the Century and it was cute and all, but yeah... too talking-stick-circle for my tastes. ;)

No, it's all good man, got some games to read and then will probably just keep using my FASERIP Fantasy Hack. :)

Cheers and thanks for the back and forth on this man :)

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Re: Is E6 in C&C possible?

Post by Breakdaddy »

Hey no problem. Hope you end up with something that works well for your group.
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Re: Is E6 in C&C possible?

Post by AslanC »

Thanks man.

And please, don't take this as a shot or disparage against C&C, I still think it is my favorite Classic RPG! :)

Just not right for what I am trying to do here.

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Re: Is E6 in C&C possible?

Post by Breakdaddy »

No sweat. I play other games too ;)
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Re: Is E6 in C&C possible?

Post by serleran »

I would rather cap the level progression at 7 as that is just powerful enough to have interesting opponents and abilities, but not so powerful as to worry about going beyond "balance."

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Re: Is E6 in C&C possible?

Post by AslanC »

serleran wrote:I would rather cap the level progression at 7 as that is just powerful enough to have interesting opponents and abilities, but not so powerful as to worry about going beyond "balance."
Sure that works, but in C&C there is nothing to give as reward after that level Cap... so why keep playing? I mean that's the argument, where as E6 with 3.5/Pathfinder you can keep giving Feats every so many XP, which broadens their range of power without making them untouchable gods.

I just can't see how C&C can accomplish the same thing... eventually they will reach lvl 12 and that's not the sort of world I want to run. Dimension Dooring and such, I prefer the more Heroic lvls 1 - 6 stuff. :)

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Re: Is E6 in C&C possible?

Post by serleran »

There are numerous rewards at each level in C&C:

1) HP progresses

2) BtH increases

3) all abilities improve due to the SIEGE mechanic

4) saves improve

5) many classes have abilities above level 6

Of course, it could be done. You could simply assign XP values to these and have them purchasable. If I were allowed to post my class deconstruction, I would show you how easy it is.

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Re: Is E6 in C&C possible?

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serleran wrote:There are numerous rewards at each level in C&C:

1) HP progresses

2) BtH increases

3) all abilities improve due to the SIEGE mechanic

4) saves improve

5) many classes have abilities above level 6

Of course, it could be done. You could simply assign XP values to these and have them purchasable. If I were allowed to post my class deconstruction, I would show you how easy it is.
Totally makes sense but having more HP and better Saves and more BtH (as well as spells and class abilities) is what E6 stops... that's sort of the point.

Have you read the E6 document Serleran? Just asking not accusing.

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Re: Is E6 in C&C possible?

Post by serleran »

Apparently, I am thinking of something else.

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Re: Is E6 in C&C possible?

Post by AslanC »

LOL!

No worries man :)

http://esix.pbworks.com/w/page/9900109/FrontPage

If you want to read what I am talking about, that's the link sir :)

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Re: Is E6 in C&C possible?

Post by jaguar451 »

AslanC wrote:
serleran wrote:I would rather cap the level progression at 7 as that is just powerful enough to have interesting opponents and abilities, but not so powerful as to worry about going beyond "balance."
Sure that works, but in C&C there is nothing to give as reward after that level Cap... so why keep playing?
Well, the CKG is real now, and has Advantages that could be used. Omote did some work on Talents (I assume Feats from the 3.x SRD) at http://sites.google.com/site/advancedca ... expansions

Not built in, but easily added (plus possible C&C versions of the E6 feats), so I think "E6" is possible with C&C....

As for Serleran's comment re: level 7 - I've seen discussions about capping the levels between 6 and 8. Some do / don't like level 4 spells (making special feats for specific spells as rituals that they want in game.) All still do fit into the 'Heroic Fantasy' style posited by Ryan Dancey. From the author's post on E6:


"
Earlier this year a fellow named Ryan Dancey suggested that d20 has four distinct quartiles of play:

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

"
Q: Why 6th level for the cap? Why not 12th, or 20th?
A: My experience in D&D is that at around 6th level the characters are really nicely balanced, both in terms of balance against other classes, and against the CR system. Also, there was an element of setting assumptions; each class is strong enough that they're well defined in their role, but not so strong that lower-level characters don't matter to them any more.
"

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Re: Is E6 in C&C possible?

Post by Sundog »

I must admit that I've never quite grasped the "why keep playing?" argument. After all, none of these rewards have any reality- it's all just a game, and I play it to have fun. If I'm playing the same character for six years solid, it's because I like that character and enjoy playing him.

Sometimes I wonder if dramatic in-game advancements can be a trap that we set for ourselves.
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Re: Is E6 in C&C possible?

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Sundog wrote:I must admit that I've never quite grasped the "why keep playing?" argument. After all, none of these rewards have any reality- it's all just a game, and I play it to have fun. If I'm playing the same character for six years solid, it's because I like that character and enjoy playing him.

Sometimes I wonder if dramatic in-game advancements can be a trap that we set for ourselves.
Depends on the group, really. I had a group when I was stationed over in Holland that were largely comprised of really good roleplayers but they hated the slow advancement of AD&D 1st edition (even though we all loved the game overall). I know that had I halted them at any level that they had achieved I wouldve had a full scale mutiny on my hands. Not one of these guys would be identified with power gaming, but they all had a lot of fun grinding through levels in a game-within-the-game sort of way. Arguments can/have been made for alternate methods of rewarding players such as more magic items/gold (power creep has to be strictly managed) or the CKG method of land ownership (which might be better since it can be a whole 'nother game-within-the-game). Just my .002. This varies widely by group. Hell, I've played with so many different groups I can't even tell you there is a true answer for everyone.
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finarvyn
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Re: Is E6 in C&C possible?

Post by finarvyn »

I think that something similar to E6 could work well for C&C. SimonW did something like this in his Go Fer Yer Gun C&C western game, although he capped 'em at 4th level.

1) As per E6, cap HD and similar progression at 6th level.

2) I've seen some threads on Feats in C&C, so clearly some folks use them. Simply make a list of neat stuff for characters to pick from (or search for the old threads) and use those options instead of regular level advances. Getting to cast spells higher than the charts, for example, would be a wonderful thing for a magic-user to get to choose. (It might require some sort of spell point system, or roll-to-succeed mechanic, but that's just a speedbump in the road and easy to tweak. Heck, if a wizard gets to choose between number of spells and level of spells, that gives him a lot of flexibility and may create some really interesting characters!)

The general philosophy of E6, as I understand it anyway, is trying to keep characters from getting gonzo hit point totals and absurd spell choices. Nothing in C&C would stop you from using those rules instead of 3E in your E6 campaign!
Marv / Finarvyn
Lord Marshall, Earl of Stone Creek, C&C Society
Just discovered Amazing Adventures and loving it!
MA1E WardenMaster - Killing Characters since 1976, MA4E Playtester in 2006.
C&C Playtester in 2003, OD&D player since 1975

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