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It explains how progression works through feats earned at level 6, how experience and feat-to-CR ratios scale, and how play emphasizes planning over leveling. 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Dettman  \nDESIGNATION OF OPEN CONTENT All text in this document is declared Open Content, as per Section 15 of the Open Gaming License.  \nINTRODUCTION  \nWHAT IS E6?  \nEarlier this year Ryan Dancey suggested that d20 has four distinct quartiles of play:  \nLevels 1-5: Gritty fantasy  \nLevels 6-10: Heroic fantasy  \nLevels 11-15: Wuxia  \nLevels 16-20: Superheroes  \nThere’s been some great discussion about how to define those quartiles, and how each different quartile suited some groups better than others.  \nE6 is a game about those first 2 quartiles, and as a result, it has fewer rules, a lowmagic flavor, and it is quick and easy to prepare. I have playtested the system extensively with my crew, and it works as intended. There seems to be a lot of lively debate about E6, and some real interest in how it works, so I’ve revised it here.  \nHOW E6 WORKS  \nLike the World’s Most Popular Roleplaying Game, E6 is a game of enigmatic wizards, canny rogues, and mighty warriors who rise against terrible dangers and overcome powerful foes. But instead of using 20 levels to translate characters into the rules, E6 uses only the first 6. E6 is about changing one of d20 fantasy’s essential assumptions, but despite that it doesn’t need a lot of rules to do so.  \nIn E6, the stats of an average person are the stats of a 1st-level commoner. Like their medieval counterparts, this person has never travelled more than a mile from their home. Imagine a 6th-level Wizard or 6th-level Fighter from the commoner’s perspective. The wizard could kill everyone in your village with a few words. The fighter could duel with ten armed guards in a row and kill every one of them. If you spot a manticore, everyone you know is in terrible, terrible danger. Against such a creature, the wizard or fighter may be your only hope. E6 recognizes that 6th level characters are mortal, while providing a context where they are epic heroes.  \nLevels 1 to 6 was the period where a character comes into his own, where a crash course in action and danger transforms them from 1st-level commoners into capable fighting men (or corpses). Once transformed by their experiences, a character’s growth is no longer a continuous, linear progression. There are still major differences between the master warriors and the veteran mercenaries, but it’s not a change of scale.  \n3  \nRULES  \nCharacter progression from level 1 to level 6 is as per the World’s Most Popular Roleplaying Game. Upon attaining 6th level, for each 5000 experience a character gains, they earn a new feat. A diverse selection of feats should be made available in any E6 campaign, however, feats with unattainable prerequisites under this system remain unattainable.  \nFor the purpose of experience awards, treat each 5 feats as +1 CR (or level), to an upper limit of 20 feats. After this, a ratio of 10 feats to 1 CR can be used, as it becomes more and more difficult to bring all a character’s feats to bear in a given situation. Alternatively, and at the GM’s option, player-characters with more than 20 feats can simply be always treated as if they were level 10 for experience and challenge purposes.  \nFOR THE GM  \nE6 isn’t just a change for the players: Monsters are presented differently than in d20. Just as level 6 parties in the World’s Most Popular Roleplaying Game aren’t expected to tangle with monsters higher than CR 10, the mighty monsters of E6 require special consideration for presentation in-game. E6 characters aren’t intended to go up against high-level threats under the same circumstances as high-level characters; those creatures, if they can be defe","cbCaic1CCQFalcF1","https://ap.wps.com/l/cbCaic1CCQFalcF1","pdf",128914,13,"English","# Introduction\n## What Is E6?\n## How E6 Works\n# Rules\n## Character progression and feats\n## Experience and CR guidance\n# For the GM\n## Monster presentation and encounter design\n# Benefits of E6","[{\"question\":\"What makes E6 different from the typical 20-level d20 approach?\",\"answer\":\"E6 uses only levels 1–6 instead of all 20 levels, aiming to change the underlying assumptions about character impact while keeping the ruleset lighter and faster to prepare.\"},{\"question\":\"How does character progression work from level 1 to level 6 in E6?\",\"answer\":\"Progression from level 1 to level 6 follows the original system, and upon reaching 6th level, each 5000 experience earns a new feat.\"},{\"question\":\"What guidance does E6 give the GM for handling monsters and encounters?\",\"answer\":\"Monsters are presented differently: CR 7–10 is an effective guide early on, and as characters gain feats the target range shifts upward. Straight-up fights against very high CR threats should generally be avoided, with alternative approaches like planning, special resources, or unique circumstances.\"}]","E6 - The Game Inside the World’s Most Popular Roleplaying Game | PDF",1791235210,33]