G6 stands for Gestalt 6. It is a variant on the Pathfinder 6, or Mythic 6 variants of Pathfinder, which are based on the Epic 6 versions of D&D 3.5 that came before it. The basic principle is that different level ranges represent different kind of fantasy settings.
Levels 1-5: Gritty fantasy
Levels 6-10: Heroic Fantasy
Levels 11-15: Wuxia
Levels 16-20: Superheroes
By stopping at level 6, player characters reach a power level that is stronger than any normal character in their roleplaying universe, much like Gandalf or Aragorn in Lord of the Rings. The main benefit is that legendary creatures and threats still maintain their status even in relation to these types of characters. This puts emphasis on story and strategy rather than raw power to overcome challenges.
In the alternatives, typically your character stop gaining character levels the moment they hit level 6. Then all experience they gain is put towards gaining feats. This system seems great on paper but it has a couple problems. The following is why my system is more practical.
First, no need for custom feats. Each class is not exactly suited to just tacking on extra feats as the game keeps progressing in this fashion. Martial characters benefit much more than casters. Custom feats are introduced to alleviate this problem. However, E6, P6, and M6, all handle it differently and are balanced by different teams. My system has no need for custom feats as characters progress differently.
Second, progression scaling. In both E6 and P6, feats are gained every 5,000 experience. In M6 they're gained every 10,000 experience. Why these numbers? Why not just scale up the same way experience does in the level chart by normal progression? By requiring a flat number, as characters get stronger they will fulfill the requirement faster. This is the opposite of how experience based progressions normally work, where more experience is required the stronger your character is. Not only that but different versions of the E6 implementation rely on different experience thresholds. My solution is to follow a formulaic experience table, either the game's default, or my own experience table which is scaled to have infinite levels much like how E6 allows infinite feats.
Third, immediate support for multiclassing and prestige classes. By default the normal E6 and it's variants don't really work with either of multiclassing or prestige classes. Both have needed to come up with a bunch of homebrew feats to make them work. For every new prestige class that is made, more homebrew is needed to be made. My system works automatically without the need for continuous homebrew.
G6 lets you level indefinitely, much like how E6, P6, or M6 lets you continuously get feats past level 6. In G6, instead of hitting level 6 then collecting feats, instead you just keep leveling. The difference is that each individual class you have can only go up to 8 for the purpose of class features (maximum spell level available is 3, but additional spell slots are still awarded based on class level) or 5 for prestige classes. Only 6 levels of your character influence your HD, BAB, saves, but you still collect real character levels and skill points. This in application allows you to progress indefinitely, collecting feats and ability points at appropriate levels, adding on class features from other classes or prestige classes, fleshing out your HD, BAB, or saves, continuing to develop your character's skills, and even picking up one or two levels into a class for story purposes without weakening your character.
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