went kinda like this. |
He reminded me of this thing called "E6" which basically caps the level progression of D&D at level 6. After that you get some feats that can raise your power level a bit but not much. The concept is to take advantage of the "sweet spot" of D&D somewhere around level 5 to 10...before the bookkeeping gets out of hand and the characters become super heroes.
On the surface I like it in concept. I still hate certain aspects of the base rules (attacks of opportunity) and find feats to be conceptually sound but flawed.
Still, from a GM who likes more gritty games with low magic, this is tempting.
For example, I've already got the rules revision I like done. Within the framework of and E6 game (although, with a Pathfinder core I think E10 would be reasonable) I could be satisfied. Most of the stuff I dread will be off the table and the rules remain more or less streamlined.
Most of the arguments I have against this sort of power cap break down the minute I ask myself how many times I've ever run a game over level 10? The answer is few. Then, I ask how much I actually enjoyed the game after level 10? The answer is fewer...maybe none.
So, maybe it's not such a bad idea.
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