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![]() For E#, after you hit the cap, you can still take more feats. Feats are awesome, bite-sized rules exceptions, so they're great for this. Feats that you need > # for don't exist. Works pretty well for keeping the feeling of advancement but not stretching the power level too much. Nice for long campaigns where the hero goes back to his home village and he's badass, but not The Incredible Hulk. Likewise you're not constantly leveling up villains to catch the players. ![]()
![]() hogarth wrote: Also, having it be E6 (rather than E5) would be more important if there were a sorcerer class in the set, for instance. Out of the cleric, rogue, fighter and wizard, only the fighter gets something particularly interesting at level 6. Depending on how elegant those rules simplifications are, this might be the beginning of an E5 campaign for me. ![]()
![]() Really, I'd be happy with either modules or other products, just something good where the PCs drive the action entirely with their expeditions. I'm thinking of the Vault of Larin Karr and the Lost City of Barakus as I write this, but I'd rather something from Paizo since they make the best modules in this universe, or any other. |