I ran several games of D&D 3.0 and one longish campaign but my comfort and the game fizzled at around 8th or 9th level. I found it hard to come up with challenging encounters and the sweet spot seemed like 1st through 6th levels to me. Apparently, some folks not only agree they took it a step farther and made a game out of it.
I’m late to this party and with a new edition of D&D coming out as I write this, it seems like a silly time to get interested in a hack of the edition that isn’t old enough to be old school but far enough back that there is an edition between this new hotness and it. That said, I’m smitten by this thing.
Links:
P6 Codex (P=Pathfinder)
E6 Handbook at the MinMax Boards
E6/P6 Thread at the Min/Max Boards
Stack Exchange: Rulebook Suggestions for an E6 campaign
Thoughts:
I’m thinking about house rules. If a character wants a Feat that isn’t on their class list, they have to find a tutor to teach it to them. Is that just too tedious?
I’m considering zones for distances, getting away from the maps, grids and miniatures. Maybe with an athletics check to move zones in the midst of combat if it is contested.
I’m worried about the combat-y feats getting in the way of being creative during combat. My introduction to this came from a G+ thread about how the player felt that his options in combat were limited and that there were mechanical disadvantages to doing anything creative in combat without the proper feat to aid you.
Why is this grabbing me right now with Whitehack, LotFP and other easier to manage options on my shelf and a new edition of D&D coming? I have no idea.
I have this odd urge to grab Arcana Unearthed and make it more alien with more Vance-inspired science fantasy and more splashes of Dune and play the hell out of it.
If anyone cares to share play experiences I’d love to hear about them.
>>I’m considering zones for distances, getting away from the maps, grids and miniatures. Maybe with an athletics check to move zones in the midst of combat if it is contested.<<
This approach works great in AW&W. Small characters take a penalty to move between zones. -2.
But, I do think you should consider 5E. It does basically the same stuff E6 does, but even more elegantly. Feats are an optional rule, for example, and the difference between doing something you're trained in / have the Feat for is much smaller than in 3E.
Thanks but the Arcana Unearthed science fantasy re-imagining might be its own thing where only having levels 1-6 is okay.
I really want to pick your brain about AW&W.