
SheepishEidolon |
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P6 means the campaign is limited to level 6, with some additional rules. E6 is more straight forward, it has the same limit, but the only additional rule is: You get an additional feat for every few thousand XP beyond level 6.
There is a thread about E6 here. It also contains a link to the P6 Codex.

GRuzom |

What's P6?
Hi Gorbacz,
What SheepishEidolon said. I've been running a fantasy horror game, with Cthulhu elements in Gurps, but would like to change it to Pathfinder.Now, with the upcoming Pathfinder Cthulhu (Petersen Games) it looks like I have the tools I need.
I'm interested in hearing from other "Pathfinderites" about their experiences with P6, but I may be the only one interested in this?

GRuzom |
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P6 means the campaign is limited to level 6, with some additional rules. E6 is more straight forward, it has the same limit, but the only additional rule is: You get an additional feat for every few thousand XP beyond level 6.
There is a thread about E6 here. It also contains a link to the P6 Codex.
Thank you for clarifying - my post was a bit cryptic, to say the least:-)

GRuzom |

Question: What would an E6 / P6 adventure path look like?
Gritty, I think - no resurrection, transport wouldn't be magical. Dragons would be horrifying.
I like horror games, but they are hard to make scary, when the heroes are super heroes, so that would be my reason to go for P6. This is highly subjective, but low key/horror, where the PCs are still "heroes", is a good fit for our group - and Pathfinder Cthulhu played with P6 would (hopefully) give us the Low Fantasy feeling we like.
The PCs would still have cool options and stand head and shoulders above most people.

Matthew Downie |

E6 allows for a game that can go on indefinitely without escalating the power of enemies to insane levels. Adventure paths in the conventional sense aren't necessarily what people are looking for.
But if you wanted to write one, it could start at level 1, continue to level 6, and then continue at level 6 (with bonuses) until the story was done. It could work well for things like political struggle / intrigue of the sort that doesn't stand up well to high-level magic.

SheepishEidolon |

There are many ways to design an E6 / P6 adventure path. I find the idea tempting (less preparation, less trouble with PC powers, more consistent themes etc.). I dislike P6, but would go for an E6 campaign like this:
* An exploration theme, since it's not weakened by teleport or overland flight - and I enjoy this kind of theme
* Advance at usual speed (~4 sessions per level for me, so ~20 sessions till level 6)
* Throw low level challenges at them, with high variation
* Establish a certain type of foes shortly before level 6 (such as hobgoblins)
* Spend roughly as much time at level 6 again, to let them collect bonus feats and enjoy growth until the slow progress becomes boring
* Stick with the established foe type, to a large extent (so players can notice how they improve against a rather static challenge)
* Throw in occassional higher level threats (again, so players can check whether they are on par now)
Wealth needs special attention, since it's nearly as important as the level to determine PC power. Taking away gear from PCs is usually considered bad style, so I'd turn very stingy with loot as soon as they reach level 6. Maybe even before - so they would be level 6 for a long time when they finally reach level 6 WBL.

Matthew Downie |
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E6 characters advance as normal up to 6th level and then continue to earn feats after that point (in the original E6, one feat was earned for each additional 5,000 experience points).
P6 ideas:
Most options outside the Pathfinder Core Rulebook are not available.
Characters can obtain powers similar to a 7th level Pathfinder character. Sometimes this is through ritual spells with a long casting time, made available by taking a feat.
Each single-class character can obtain a signature power associated with 8th/9th level. Again, this is achieved by taking special P6 feats. (So there would be a feat to give a Barbarian a Greater Rage power, for example.)
Most spells are capped at 3rd level, which excludes teleportation spells and returning from death.