E6: The Game Inside D&D (with PDFs!)





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    E6: The Game Inside D&D (with PDFs!)

    This is E6’s fifth major thread here at EN World; this is started to reorganize our discussion. The .pdf files for E6 and Raising the Stakes are attached to this post. Enjoy!

    E6: The Game Inside D&D

    What is E6?

    Earlier this year Ryan Dancey suggested that D&D has four distinct quartiles of play:

    Levels 1-5: Gritty fantasy
    Levels 6-10: Heroic fantasy
    Levels 11-15: Wuxia
    Levels 16-20: Superheroes

    There’s been some great discussion about how to define those quartiles, and how each group finds some quartiles more fun than others.

    E6 is a game about those first 2 quartiles, and as a result, it has fewer rules, a low-magic 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.

    How E6 works

    Like D&D, 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 D&D’s 20 levels to translate characters into the rules, E6 uses only the first 6. E6 is about changing one of D&D’s essential assumptions, but despite that it doesn't need a lot of rules to do so.

    In 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.

    Levels 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.

    Rules

    Character progression from level 1 to level 6 is as per D&D. 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.

    For 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.

    For the GM

    E6 isn't just a change for the players: Monsters are presented differently than in d20. Just as level 6 parties in D&D 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 D&D threats under the same circumstances as high-level D&D characters; those creatures, if they are defeatable at all, require the kind of resources and planning far beyond the typical D&D encounter.

    In terms of raw rules, CR 7-10 monsters are an excellent guide for what E6 characters can handle. As they rise to around the 20-feat range, the range is more like 7-12. Beyond that, a DM should take monsters in the CR 7-12 range and use feats (and to a lesser extent templates) to advance them. Hit die or class-based advancement beyond CR 12, or base monsters above CR 12 should generally be avoided as straight-up fights.

    Of course, not every monstrous encounter is a straight-up fight. For example, insane horrors from another age might be a reason to run, and there is little a character could do in the face of an angry Titan. But these situations don’t call for direct confrontation, except with some special resource or amazing circumstance. Perhaps, in a special ritual with the presence of 20 mages, a Titan can be bound to the mortal realm (lowering its stats to an Aspect of Kord), with whom the players can do battle. Again, that's far from a straight-up fight with a CR 20 creature, but we can console ourselves with the fact that it's probably a very memorable encounter.

    If, as a result of the restrictions on items, an item cannot be created, then it should not be distributed as normal treasure. Like high-level monsters, such items should be placed carefully and built to make sense in the context of your game. For example, a +4 sword can’t be made by a human wizard, but it could be crafted by a Titan (which makes for great god-stats). That's a sword that no mortal can make.

    E6 will always inherit d20's balance issues at the same level, especially issues that result from scenarios where those characters d20 characters have long periods of downtime. The best approach is to be cognizant of these issues when considering what feats to allow in your E6 game.

    On Allowing Feats
    There multiple philosophies on what feats to allow in an E6 game, but in any long-running E6 game some expansion feats need to be available for players to continue to grow their characters in different ways. The different philosophies vary in their goals: Some GMs see the benefits of multiclassing in E6 as too strong, and want to encourage single-classing - for these GMs, capstone feats are included in this chapter. Others are more cautious, and happy to tell their players to work within a specific framework, choosing only those feats that match the style of their campaign. A few GMs are highly concerned about internal world-consistency, and want to make sure that if an ability can be learned (i.e. is available before 6th level), that there is some feat chain towards that ability, so it can be eventually learned by other characters. Many GMs make a real-world decision, allowing feats from publishers they trust, or all feats in the books the GM owns. The decision on what feats to allow belongs to the GM, and should naturally vary from one E6 campaign to the next.

    Benefits of E6
    1. Very fast play at every level of the campaign.
    2. Focus on planning, not levelling. To defeat the black dragon Zolanderos, the CR 10 terror of Staunwark Island, the heroes will need help, special resources, and information. I want to further encourage party-directed adventuring, and if the heroes want to take on something 4 to 6 CR above them, then that's what they will require.
    3. A low magic game that everyone knows how to play.
    4. Never a need for meaningless encounters. The players can be involved in a dozen or so major combat scenarios (perhaps more than one encounter each) and have proven themselves and made a major accomplishment. See Lord of the Rings movies, or most fantasy novels.
    5. Classic monsters stay classic throughout the campaign; Chimeras and Aboleths start scary, and stay scary. Dragons are always exciting encounters.
    6. Even legendary heroes remain mortal; while a 6th level fighter who has taken toughness several times can take on a good mob, he isn't invulnerable. The sorcerer's 6d6 fireballs are phenomenal, but not so powerful that he can destroy a village and not fear retaliation.
    7. Quicker prep. Make a 1st, 3rd, 5th, and 6th version of a sorcerer, and now you have a whole sorcerous dragon-cult that can last you through your whole campaign.
    8. You can put what you've learned of the rules to good use. It's hard to know every 4th through 9th level spell out there; they're the ones we see the least. But we've seen 0th through 3rd level spells many, many times, and mastery over them is relatively simple.
    9. E6 is a great system for on the fly GMing. If you’re reasonably familiar with what a 2nd level threat looks like, power-wise, you can probably get away with running it without stats handy.
    E6 vs d20

    Here's how I see E6 vs standard d20, in terms of power levels.

    Character advancement in d20 is an upward sloping curve; levels are a linear, but the feats and magic items that get added on top makes the progression even faster. As players get better and better combinations of items and feats and class abilities, they can combine them in better and better ways. This leads to levelling out of the Heroic Fantasy quartile (6-10) and into the Wuxia quartile (11-15). The Wuxia quartile is also more complex, which is another mark against it for some.



    Levelling in E6 is like D&D till 6th level, and you always get the fun of advancing. But the advancing after 6th is slower, and while you keep getting closer and closer to CR 10 power level, you're getting there more and more slowly; feats always add a mechanical benefit, but the combinations and permutations of the feats and items you've acquired don't "crack the top" of CR 10 power level.


    Attached Thumbnails Attached Thumbnails d20curve.PNG   e6curve.PNG  
    Attached Files Attached Files
    Last edited by Ry; Tuesday, 4th September, 2007 at 01:31 AM.

 

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    To the regulars: I changed Ability Training to provide a small benefit.

    Extra Feats

    The following feats have been created specifically with E6 in mind.

    For Ability Advancement
    Ability Training (General)
    You spend time honing one of your Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.
    Benefit: Choose one Ability; treat that Ability as having a +2 bonus to that Ability Score whenever you are making an Ability Check. This bonus does not count when making a skill check or for any other use of that ability.
    Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.

    Ability Advancement (General)
    Your training pays off, and one of your Abilities increases.
    Prerequisite: Ability Training in the same ability.
    Benefit: Choose one Ability. You gain a permanent +2 bonus to that ability. This bonus does nto stack with the benefit from Ability Training.
    Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.
    Capstone Feats
    Martial Veteran (General) (comrade_raoul)
    Prerequisites: Fighter level 6th.
    Benefit: You may select feats with a requirement of up to fighter level 8, and with a Base Attack Bonus requirement of up to +8.
    Special: A fighter may select Martial Veteran as one of his bonus feats.

    Roguish Ability [General]
    Prerequisite: Rogue 6
    Benefit: You learn one rogue special ability.
    Special: This feat may be taken only once.

    Barbaric Resilience [General]
    Prerequisite: Barbarian 6
    Benefit: You gain DR 1/--

    Skill Beyond Your Years
    Prerequisite: Level 6
    Pick a skill. Your max ranks rise from Level+3 to Level +5.

    Holy Strikes [General]
    Prerequisite: Paladin 6
    Benefit: Your melee attacks are considered good for the purpose of overcoming damage reduction.

    Mighty Wild Shape [General]
    Prerequisite: Druid level 6
    Choose 1 Large animal. You can wildshape into that animal.

    Bardic Inspiration [General]
    Prerequisite: Bard level 6
    The bonus granted by your inspire courage ability increases to +2.

    Extra Domain Power [General] (Shazman)
    Prerequisites: Wis 18 +, Cleric level 6, Knowledge (religion) 9 ranks, Skill Focus: Knowledge (religon)
    Benefit: You gain the domain power of one additional domain associated with your deity. You may only take this feat once.

    Extra Domain Access (General) (Shazman)
    Prerequisities: Wis 18 +, Cleric level 6, Knowledge (religion) 9 ranks, Extra Domain Power, Skill Focus: Knowledge (religion)
    Benefit: You gain access to the domain spell list of one additional domain assciated with your deity. This domain must be the same one as that chosen for the Extra Domain Power feat. You may only take this feat once.

    Restoration (General)
    Prerequisites: 6th level, ability to cast 3rd-level divine spells, Wisdom 18, Healing 9 Ranks
    Benefit: You can use Restoration, as the spell (paying the material component), with a casting time of 1 hour.

    Swift Metamagic (Metamagic) (Kunimatyu)
    Prerequisite: Metamagic feats (see below), Caster Level 6
    Benefit: When you take this feat, select a metamagic feat. As a swift action once per day, you may apply this metamagic feat to a spell you cast with no adjustment to the level of the spell cast.
    Special: You must have a number of Swift metamagic feats equal to the level increase of your chosen metamagic, minus one, to take this feat. For example, Empower Spell, which boosts the level of a spell by 2, has a prerequisite of 1 Swift feat. Split Ray, which has an increase of 1, would have no prerequisites. This feat may be taken multiple times.

    Caster Training (General) (Khuxan)
    You become a more accomplished spellcaster.
    Requirements: Character level 6, caster level 1 or greater.
    Benefit: Your caster level increases by 4, to a maximum of 6. Note this only affects Caster Level (i.e., more dice on your damage, no new spells or slots).

    Expanded Knowledge (General) (PoeticJustice)
    Prerequisite: Character Level 6th
    Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell known at any level you can cast from that class's spell list.

    Expanded Casting (General) (PoeticJustice)
    Prerequisite: Character Level 6th
    Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell slot at any level you can already cast.

    Stone to Flesh (General)
    Prerequisites: 6th level, ability to cast 3rd-level arcane spells, Intelligence 18, Craft (Alchemy) 9 Ranks
    Benefit: You can use stone to flesh, as the spell, with an expensive and secret magical ingredient with a market value of 1000 gp and a casting time of 1 day.


    Excelling Flurry [General]
    Prereq: Monk 6
    Benefit: You use Flurry of Blows with no penalty to your attack bonus. In addition, you qualify for feats that a Monk may take as 6th level bonus feats.

    Step of the Wild lands
    Prereq: Ranger 6
    Benefit: You gain the Woodland Stride and Swift Tracking class abilities.

    Wondrous Rings (General)
    Prerequisites: 6th level, Craft Wondrous Item
    Benefit: You treat rings as wondrous items for the purpose of meeting item creation prerequisites. You must still meet caster level requirements for any ring you create.
    For Villains
    Mental Domination (General) (Lord Tirian)
    You're able to subjugate certain people's mind.
    Prerequisite: Having charmed humanoid with HD equal or less than your caster level.
    Benefit: Choose a humanoid with HD equal your caster level or less, you have currently charmed. Treat charm person as dominate person against this person.
    Special: This feat can be taken several times. It applies to a different humanoid each time.
    Last edited by Ry; Thursday, 16th August, 2007 at 12:52 AM.

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    Faq

    The E6 FAQ

    Using E6

    Q: So characters just stop levelling at 6?
    A: That’s right. Characters who have reached level 6 have proven themselves, but this extremely rapid growth does not go on forever. Instead, they master specialized techniques, or become more versatile. This stage of a character’s development is represented by gaining new feats.

    Q: Does E6 change the stacking rules? For example, can I take Weapon Focus twice and have it stack? Can I take Skill Focus twice and have it stack?
    A: The stacking rules remain the same as in standard D&D.

    Q: What if I want there to be a higher level magical effect, but still use E6?
    The rules for rituals in Unearthed Arcana are an excellent fit for E6, to support things like opening portals to another dimension, higher-level divinations, and so on. When a spell is a 3-day event requiring 20 mages, it’s more of a plot point than a spell itself, and that maeks it a great a springboard for challenging the players.

    Q: As a DM, I like running things on the fly. Can E6 support that kind of play?
    A: Absolutely. A DM that knows how to estimate the abilities of enemies in the low-level range can use that knowledge throughout the campaign. Likewise, familiarity breeds mastery – and for feats, spells, and monsters, there is more chance for a DM to become familiar with abilities in an appropriate range to the PCs, even if he is using a diverse selection of monsters. Furthermore, Dungeon Masters can get much more mileage out of their previous work: The stats of a 5th-level sorcerer written for 4th level PCs is still a useful tool months of gametime later against characters who are 6th level +10 feats.

    Q: Can you make high-level items as a low-level caster in E6?
    A: No, caster level requirements for magic items are treated as hard requirements.

    Q: If a character took multiple classes, or Prestige Classes, suddenly you've got a guy with saves that are seriously out of whack. Is this a game-breaking issue?
    A: If you multiclass that much, you're probably doing it to get the saves. In that situation, your saves are your special ability. Moreover, saves are passive abilities; the player doesn't control when their character uses a save, which gives them limited appeal compared to stuff the player can control. So if a player goes after them like crazy, and succeeds in having really exceptional saves – let them have their fun.

    Q: I prefer stopping at around 8th level, does that work for this system?
    A: The system will probably work about as well at 8th level, but note that “Epic 6th” characters do end up being more powerful than regular 6th level characters. Epic 6th may be what you want for a game that sits at the power level for Level 8, and Epic 8th may cater more closely to Level 10 style play.

    Q: Does E6 work with a slower progression to level 6? Does it work when characters are created at 2nd level?
    Yes and yes. I've tried both during my playtesting period. I'll be starting my new game at 3rd level.

    Q: I’m not a big fan of experience points. Do you need a strict XP system to make E6 work?
    A: An ad-hoc "gain a feat" approach would work absolutely 100% with this system. I used to do that with other systems (power up when the story makes it appropriate) and given the fact that the upper end of the power curve flattens off, that method should go very smoothly with E6.

    Q: Can you use Prestige Classes with E6?
    A: I’d recommend taking the same approach you take in your regular D&D game. If you allow Prestige Classes there, feel free to allow them here. Of course, characters capped at 6th level can usually take at most 1 level of a Prestige Class.

    Q: With only 6 levels, how do races with a level adjustment work?
    If you use races with a level adjustment, the 6th level cap is a big issue. Use the point buy rules in the DMG as follows:
    LA Point buy
    +0 32
    +1 25
    +2 18
    +3 10
    +4 00

    Thus, +LA races should start with zero LA, but use the point buy listed here. Keep in mind the difference between LA and racial hit dice (the two combine to give starting ECL).

    Why is E6 designed this way?
    Q: Where did E6 come from?
    A: E6 was inspired by the article Gandalf was a Fifth-Level Magic User by Bill Seligman. The article was published in The Dragon (which became Dragon magazine) in issue #5, March 1977. When I first had the concept of E6, where we used the first six levels for the whole game, my very first step was pitching it to my players. Some thought it was a great idea, and the rest were willing to give it a try, so I gave it a shot. E6 worked really well for our tastes, and we've done lots of playing inside E6 since then. Back then E6 was a lot more convoluted than it is now: there were intricate quasi-gestalt rules and several other little things that weren’t so much about the cap as they were about my group’s thoughts on D&D class balance. Over time, we found that the only rules we were really using (on both sides of the screen) were the feat rules, and that was producing a great play experience. So when I returned to E6 just recently, that’s how I wrote it up: As it was actually played.

    Q: Why 6th level for the cap? Why not 12th, or 20th?
    A: My experience in D&D is that at around 6th level the characters are really nicely balanced, both in terms of balance against other classes, and against the CR system. Also, there was an element of setting assumptions; each class is strong enough that they're well defined in their role, but not so strong that lower-level characters don't matter to them any more.

    Q: How did you arrive at the cost of 5000 xp per feat post 6th level?
    A: Originally, I considered that if I wasn’t giving level 7, maybe 2 feats for the same price would be a good comprimise (3000xp / feat). That way they would have this great feeling of advancement without popping the top off the power level." But in play, the players found it was so fast that they did not have time to enjoy their new abilities. There just wasn't time in-game for their characters to grow, so I upped the cost to 5000 xp, and it works like a charm.

    Q: Why not use [system of character points / experience purchases / incremental gestalt rules] instead of E6?
    A: Feats, if they don't work out in a particular case, are less controversial to tweak than, say, the XP table. If you find out that the XP table, or stats, or whatever else you've changed doesn't work for some players, it's a big deal to change it because it then affects everyone - and sometimes has effects that cascade through the system.

    I have found that if a feat is too good, it's not that big a deal to say "Hey Ned, I think the feat I made for you is too good, but I don't want to take it away from you. I think it should have a prerequisite, like Skill Focus (Knowledge - nature) instead of being straight-up available. I'd like to leave you with it but say that your next feat needs to be that knowledge thing, rather than take it away now. We could do that, or if you want you could swap it out for something else. What do you think?"

    It's important to me to keep the rule changes minimal, because players really don't want to read a lot outside of the game and they get frustrated if there's too many house rules.

    2 years ago (before E6 was called E6) I worked up these complex gestalt XP-buy rules, but eventually my players and I realized that with all the options available all that was really getting used were feat purchasing, because they were so easy to approach.

    Q: Why not just stop advancement at 6th, and have characters just not advance after that, or slow experience down so much that you can game for years and never get higher than 6th level?
    A: In my experience, players prefer to have characters that can grow – and have that growth reflected in the mechanics of the game.

    Q: I like high-magic, high-powered campaigns. Is E6 for me?
    A: Probably not. Just as D&D can’t be all things to all groups, E6 caters to a specific set of tastes.

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    The most recent version of these house rules is in the Raising the Stakes pdf attached to the first post. This post is just for the convenience of those who want to reference E6 and Raising the Stakes on one forum page.

    Raising the Stakes
    These house rules go well with or without E6, and I recommend them.

    I use these rules in my game to reduce lethality, make sure that the PCs are the stars of the show, and provide a stunt mechanic without slowing down play with new odds or modifiers. These rules assume that Players Roll All the Dice, which I recommend for all campaigns, Epic 6th level or not.

    Conviction
    Player Characters have a pool of Conviction, which functions like Action points. All PCs get 6 Conviction. Conviction is replenished whenever the party has a night of complete rest.

    Conviction can be used in the following ways:

    Code:
    Cost Result
    1     Roll an extra d20, keeping the highest*
    2     Re-roll a d20**
    2     Take an extra move-equivalent action @
    3     Take an extra standard action @
    * Declare before any roll
    ** Declare after any roll
    @ On your turn only

    The Death Flag
    The death flag is definitely designed for campaigns where characters can't come back from the dead. This lets those campaigns get rid of random lethality without eliminating death altogether as a possibility. This is done with a change in the "social contract" between players and GM. Whereas in standard D&D the player is at the mercy of the DM and the rules, with the death flag the player decides when the stakes of a conflict are life and death.

    As an Immediate action, a player character can choose to raise his Death Flag and gain 6 Conviction instantly (even if this brings their total Conviction pool above 6).

    When the death flag is raised, the normal rules for death apply. If the death flag has not been raised, then the character, if killed, is treated as reducing the player character to 1 hit point above death. The Death Flag can be lowered by spending 6 Conviction.

    PCs, even if their death flag is raised, never regenerate to a total higher than 6 Conviction. So if a PC raised their flag, they get 6 extra. This gives them more than their maximum (6) they won't regenerate these extra; the extra points stick around till used but a PC won't regenerate past 6.

    Raising the Stakes

    At any time, a player can choose to make a 'raise' before rolling their d20s. The terms of the raise are up to the player, but the GM can either accept ("Call") or decide "no bet."

    For example: "I attack the goblin, raise you a decapitation frightening his buddies against me falling prone." "Call."

    "I attack the goblin, raise you 2d6 damage against 2d6 damage" "Call."

    Modifiers will be left to the standard underlying rules, and raises based on odds that are too strong will simply be declined. So if the fighter has a 95% chance of hitting the goblin, the raise of "I do an extra 5d6 or take an extra 5d6 damage." would be declined. Instead, a raise could be : "OK, if I hit, I decapitate the goblin and his friends are frightened. If I miss, I'm on the ground grappled by 5 goblins and I take 2d6 damage."

    This can be used also to bypass other less fun mechanics "OK, I walk up to the sorcerer and hit him with my dagger. I raise grappling him against getting knocked back 10 feet and taking 2d6 damage from cracking my head on the pillar."


    Reading the Players
    When a player spends Conviction, they're saying "Hey, this is important to me. I want my character to have been the one that pulled this off - or at least, put everything into trying."

    When a player raises the Death flag, they're saying "This is worth staking my character's life on."

    When a player Raises they're saying "Hey, I have an idea to make this more exciting. What do you think?"

    When a DM declines a Raise they're saying "Cool idea, but I'm not quite ready for that to happen right now."

    Playtesting
    I have used Conviction in many, many sessions, the Death Flag has been used a few times, and Raises have been playtested once. I am using all 3 in my weekly E6 campaign.
    Last edited by Ry; Wednesday, 25th July, 2007 at 04:14 PM.

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    Links

    Here are some E6-related links:

    The OGC E6 Wiki
    http://esix.pbwiki.com/

    D&D Calibrating Your Expectations
    http://www.thealexandrian.net/creati...librating.html

    mfrench's (mostly) free stuff E6 campaign
    http://www.enworld.org/showthread.php?t=201425

    Netbook of Feats
    http://datadeco.com/nbofeats/
    Last edited by Ry; Thursday, 26th July, 2007 at 11:21 PM.

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    Play Aids

    Quick Templates for E6
    These templates up the CR of existing creatures quickly and easily by adding blocks of 5 feats.
    http://esix.pbwiki.com/Monsters


    Khuxan’s discovery
    Khuxan discovered that D&D Miniatures are well suited to E6. The vast majority are CR <10. In fact, it's quite fun to look through the above-sixes and work out where each one belongs in a E6 campaign:
    the CR 11 Stone Golem that guards the entrance to an ancient kingdom...
    the CR 8 Warforged Titan whose creation ended a border dispute between two nations...
    the CR 9 Aspect of Orcus isn't an Aspect, it's the Orcus...
    the CR 8 Efreeti you hope stays in its lamp - because if it broke free, it could raze cities...
    the CR 7 Yuan-ti Abomination which heads the empire-spanning Slithering Cult...
    the CR 7 Bulette that destroys every caravan to venture through the Wastes...
    the CR 13 Huge Red Dragon that is the first dragon, the dragon from which all others sprung...
    the CR 8 Treant which is the heart of the deepest forest in the land...
    Evilhalfling’s list of Wondrous Items
    Here is a list of all minor wondrous items that require only spells 3rd lvl or lower to create,

    Elixir of love 150 gp
    Unguent of timelessness 150 gp
    Dust of tracelessness 250 gp
    Elixir of hiding 250 gp
    Elixir of sneaking 250 gp
    Elixir of swimming 250 gp
    Silversheen 250 gp
    Elixir of truth 500 gp
    Bag of tricks, gray 900 gp
    Hand of the mage 900 gp
    Bracers of armor +1 1,000 gp
    Cloak of resistance +1 1,000 gp
    Pearl of power, 1st-level spell 1,000 gp
    Phylactery of faithfulness 1,000 gp
    Salve of slipperiness 1,000 gp
    Elixir of fire breath 1,100 gp
    Pipes of the sewers 1,150 gp
    Dust of illusion 1,200 gp
    Brooch of shielding 1,500 gp
    Necklace of fireballs type I 1,650 gp
    Dust of appearance 1,800 gp
    Hat of disguise 1,800 gp
    Pipes of sounding 1,800 gp
    Amulet of natural armor +1 2,000 gp
    Horn of fog 2,000 gp
    Robe of bones 2,400 gp
    Sovereign glue 2,400 gp
    Boots of elvenkind 2,500 gp
    Boots of the winterlands 2,500 gp
    Candle of truth 2,500 gp
    Cloak of elvenkind 2,500 gp
    Scarab, golembane 2,500 gp
    Necklace of fireballs type II 2,700 gp
    Stone of alarm 2,700 gp
    Bag of tricks, rust 3,000 gp
    Chime of opening 3,000 gp
    Horseshoes of speed 3,000 gp
    Rope of climbing 3,000 gp
    Dust of disappearance 3,500 gp
    Lens of detection 3,500 gp 57
    Bracers of armor +2 4,000 gp
    Cloak of resistance +2 4,000 gp
    Gloves of arrow snaring 4,000 gp \
    Restorative ointment 4,000 gp 68
    Pearl of power, 2nd-level spell 4,000 gp
    Circlet of persuasion 4,500 gp 7
    Slippers of spider climbing 4,800 gp
    Bracers of archery, lesser 5,000 gp
    Helm of comprehend languages and read magic 5,200 gp
    Vest of escape 5,200 gp
    Eversmoking bottle 5,400 gp
    Sustaining spoon 5,400 gp
    Boots of striding and springing 5,500 gp
    Wind fan 5,500 gp
    Amulet of mighty fists +1 6,000 gp
    Horseshoes of a zephyr 6,000 gp
    Pipes of haunting 6,000 gp
    Gloves of swimming and climbing 6,250 gp
    Circlet of blasting, minor 6,480 gp
    Horn of goodness/evil 6,500 gp
    Bottle of air 7,250 gp
    Periapt of health

    Medium Items
    Bracers or armor +3
    Amulet of NAC +2
    Boots of haste
    Cloak of Arcadia
    Minor cloak of displacement
    Last edited by Ry; Thursday, 26th July, 2007 at 11:21 PM.

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    Ignore Shazman
    Does caster training increase your spellcaster level in all aspects (spell slots, known, etc.) or is it only supposed to increase the range, duration, and damage of the spells you can already cast (like practiced spellcaster)?

    I really like what you've done with the feats. Martial veteran is a very simple and elegant way to give the fighter 6 a boost. Now a fighter (and only a fighter) can get improved critical, weapon mastery, and greater weapon focus.
    Last edited by Shazman; Tuesday, 24th July, 2007 at 10:41 AM.

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    Ignore Ry
    Caster Training should only affect Caster Level. (i.e., more dice on your damage, no new spells or slots)

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    Ignore Shazman
    You should probably change the text of the feat to make that specific. As written, it sounds like a figther 4/wizard 2 would be have all of the spellcasting ability of a wizard 6 with this feat.

  • #10

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