[RPG] What setting changes need to be addressed in order to convert Golarion to the E6 variant system

e6golarionpathfinder-1eworld-building

For those who are confused what E6 is, please go here: E6: The Game Inside D&D

I will be running an E6 game in Golarion in a few weeks. Two main assumptions I have made in the E6 version I am using are:

  • Player Characters and Non-Player Characters do not gain levels past 6.
  • Level 4 spells and above do not exist. Along with that: any +3 and above bonus to weapons and armor cannot be crafted by the PC's. Ritual Magic can be used to simulate some higher level effects (the spells that can be cast in this way is very limited).

What setting changes need to be addressed in order to convert Golarion to the E6 variant system?

This is a world building type question, and I'm considering the following spheres when asking it: political, civic, economic, military, and bestiary.

Best Answer

My contention is - not much if anything.

History. All D&D settings are full of things done by ancient wizards or whatnot that are not actually achievable by PCs or NPCs under the normal game rules, whether it's the Field of Maidens or the Mana Wastes in Golarion or the Sea of Dust in Greyhawk or everything in the Forgotten Realms and Eberron. Using E6 for your PCs doesn't change that at all, so you don't need to retcon history to only account for "sixth level abilities."

Politics, Civics. First check out What percentage of the population is magical in Pathfinder's world of Golarion? Golarion is designed to not have many high level NPCs in the first place. Only people like country leaders are listed as higher level, or super-rare exceptional NPCs like Baba Yaga. You don't actually have to use the E6 rules for NPCs, so you could keep the most notable high level folks as their real high level and just make them super dangerous to cross for E6 PCs - a foe to plan a campaign around, not a mob to grind once the party's high level. Or, you can limit those rulers to L6 and rebuild them (where relevant) using the E6 rules. In that case the only political change I can think of is in cases where humans are collaborating with nonhumans (with the giants and winter wolves in Irrisen for example), devising a more nuanced justification for their cooperation than "a high level caster would melt the giants' faces if they misbehaved." So no real politic or civic changes except challenging you to find more textured explanations than "He in charge cuz he can bash everyone else."

Economy. Economy wise, there's less to spend megagold on since there's not super expensive items - but the inflation and problems of PCs having megagold compared to normal folks isn't good or conducive to a coherent game world anyway (see How to handle wealthy player characters as a GM?). The Golarion economy works better without the "hey there's a guy with 100,000 gp worth of stuff on him" problem.

Military. No D&D setting has ever had their militaries really reflect the realities of the D&D magic and combat system. They're always medieval-based theories of troops and fortifications that fly, invisibility, etc. make hash of. So there's not much to "dumb down" - the most notable "fantasy" units in Golarion are things like the Sable Marines of Korvosa who ride hippogriffs, which is still completely appropriate for E6.

Bestiary. Obviously you'd take a lighter hand with the high CR monsters just like the E6 rules say, but you don't have to remove them all - so a Linnorm King having to defeat a Linnorm is still on the table, it just means that the Linnorm Kings are way more bad ass than just being "a high level guy."

Adventures. The main problem with E6, really, is using the adventure content for Golarion. The Adventure Paths all go way past 6th level and chapters 3-6 would require significant adaptation, including the encounter tables and all. Since a big draw of Pathfinder/Golarion is the adventures, that's really the major downside. Also, if you limit all NPCs to L6 then your capstone threats can only be "monsters," which removes legendary threats like Baba Yaga, which is a bad GMing mistake IMO.

Frankly, E6 makes Golarion make more baseline sense than the usual d20 rules do! That's a big part of its draw; Golarion like Greyhawk and most traditional D&D campaign worlds are really only coherent if you assume there's not a bumper crop of high level folks around.