E6: The Game Inside D&D

In my Eberron game, I have the higher level dragonmarks (unattainable in E6) converted to incantations that can only be performed by people with the appropriate dragonmark at the highest level attainable in E6. For example, there is an incantation that basically mimics the "Heal" spell that can only be performed by halflings who possess the Lesser Dragonmark of House Jorasco.

- Ron ^*^

if nothing else this alone makes me love e6...the dragon mark of healing is the best healer in the world....:D
 

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Werebat

Explorer
if nothing else this alone makes me love e6...the dragon mark of healing is the best healer in the world....:D

As it should be. It's worth mentioning that one of the authors of the 4E Eberron setting mentioned one of the problems with 3E dragonmarks was that they didn't successfully capture this in their mechanics (Jorasco cleric was just a cleric who could cast a couple of extra spells, or a rogue who could cast CLW, not "the best healer in the land").

I did modify some of the greater marks, for example House Orien's "teleport" mark only teleports to specific Orien teleportation circles, maintained at all major House Orien bases. Even so, this makes Orien THE fastest way to travel -- if you've got the money.

- Ron ^*^
 


Stegyre

First Post
Count me as yet another fan of E6. I've been working on my own variation and would appreciate some critique and feedback of the following proposal:

While limiting characters to six total character levels and hit dice, I'm planning to allow characters to "rebuild" character levels in a process akin to the rebuilding discussed in PHBII:

For the expenditure of 5,000 XP, a character may exchange one existing class level for any other class level for which the character meets the prerequisites. A class level that forms an essential prerequisite for another class level cannot be rebuilt. The character must first rebuild an existing class level before any of that class level’s prerequisites may be rebuilt. If a class level that forms the prerequisite for an existing feat is rebuilt, that feat is lost and will have to be repurchased if the character ever again meets the qualifications. If a class level that forms the prerequisite for an existing maneuver or spell slot is lost, the maneuver or spell slot is likewise lost. Known spells for memorized casters (e.g., wizards) are not lost but may not be cast if the character lacks the necessary spell slots.

Because in many cases a prestige class may provide its own prerequisites, this technique may permit a character to rebuild one or more of the underlying class levels with prestige levels. This is possible even in the case of prestige classes granting caster level increases: even if all of the underlying caster levels are rebuilt, the prestige class levels “remember” their original derivation and are not affected by that rebuilding. For example, if a prestige class had a prerequisite that a character be able to cast 3rd level arcane spells and added a caster level at each prestige level, the character could, with 25,000 XP, replace all five of the original caster levels with prestige levels, which would still count (for spell purposes) as caster levels of the original class.

In all cases of rebuilding, a character’s BAB, saving rolls, skill points, class- and cross-class skills, power points, powers, class abilities, etc., are recalculated based upon the character’s new combination of class levels.
 

Votan

Explorer
In all cases of rebuilding, a character’s BAB, saving rolls, skill points, class- and cross-class skills, power points, powers, class abilities, etc., are recalculated based upon the character’s new combination of class levels.

How do you handle hit points when the hit die changes? Or are they not rolled in your game?
 


Stegyre

First Post
How do you handle hit points when the hit die changes? Or are they not rolled in your game?
The same as the regular rebuilding rules: for each step up or down in the dice (e.g., d4 to d6, d12 to d10), add or subtract one hit point. Essentially, you are making the "average" adjustment to each die, as the averages move in step: 2.5, 3.5, 4.5, 5.5 and 6.5.

That being said, I'm actually working to refine the Injury Alternative (Unearthed Arcana), as I'm not really a fan of HD, but one step at a time, one step at a time.
 

Herobizkit

Adventurer
I haven't read the whole thread, so I apologize in advance if this has already been covered.

Has anyone ever asked if they could use a Prestige Class 'as is' for their 6 levels? I've done this with some success in d20 Modern (making the Mage and Acolye available at 1st level as opposed to "wasting" 3 General levels before qualifying, for example).

The onus on the player would be that, at some point in the character's career, they obtain the required pre-requisites to 'qualify' for their class. Any PrC requiring more than 10 ranks in a skill will need special consideration, of course. Optionally, you could just drop the pre-reqs altogether. Thoughts?
 


CapnZapp

Legend
Oh, and when Ryan is talking about the Death Flag, listen. It's almost better than E6 by itself.
From a 4E perspective, would you (you all, not only Kunimatyu) agree this is a fair summary of "death flags":

* Normally, you aren't killable. Whenever you fall to minus your bloodied value, fail three death saves, succumb to the final state of disease or monster powers etc etc you simply stay in the Dying state. All other rules apply normally (meaning that you revive at the end of each encounter per the regular rules for Dying).
* The player and DM are encouraged to cooperate in explaining what happened and why "fate" allowed the PC to escape death.
* You can "raise your death flag" enabling your character's death. This gives you 6 bonus Action Points to be used as you please during the day (before the next Extended Rest) - no restrictions (if you're level 11+; you could spend them all to gain six more uses out of your paragon path's action point ability during one and the same round, for example)
* You can "lower your death flag" by spending 6 APs; or you can simply tough it out until you take an extended rest.
* I don't have to add this rule is primarily geared towards campaigns where the Raise Dead ritual is unavailable or at least much more of a Big Deal.
 
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