E6: The Game Inside D&D

Umbralfox

First Post
I'll hopefully be running my first real E6 campaign starting on Sunday, so I've been doing quite a bit of preparation for it, for the players; Trying to make a consolidated spreadsheet with every 3.5 WOTC feat I can lay my greedy little paws on (partly as a response to one of the player's complaining that e6 doesn't give enough 'growth' room) as well as doing the same for the first six levels of WOTC classes. Some of it is because I like to have all that available from the get go, part of it is due to the player wanting 'proof' that he isn't really losing anything (Except the higher level save or die effects, if he goes caster) from playing E6. So far, everyone in the group except him is excited, and I'm hoping he realizes how enjoyable I think the game can be, heh.

Here's where I'm hoping to get some advice, however.
I dislike the capstone feats that grant a new spell slot or spell known, instead preferring the option someone else suggested, where such a feat grants you more spell slots as if your caster attribute was 4 points higher; It seems to me to alternate 1 spell slot/2 spell slots gained per feat, with the slot progression coming along evenly, rather than simply stocking up on 3rd level spell slots; Each time you take the feat, you also pick up a new spell known from one of the bonus spell slots granted. In cases where you get two bonus spell slots, you pick which level of spell you add to your spells known list.

I also am thinking about implementing a new feat for casters, to work with reserve feats. Essentially, it'd be something like
"Reserve Expert"
You gain access to higher level reserve abilities.
Prerequisites: Character level 6, two reserve feats
Benefit: You count as being able to cast spells of the next highest spell level for the purposes of qualifying for reserve feats. Reserve feats requiring spells higher than a level you can cast instead require the appropriate type of spell filling a 3rd level spell slot. Save DC, as well as any damage or effects that depend upon the level of the spell powering the feat, are treated as if the spell were 3rd level.
Normal: Reserve feats normally require the ability to cast spells of a certain level, with a few of those feats requiring spell levels not available in E6. Reserve feats requiring such high-level spell slots also are unable to be used if the appropriate spell slot (or a higher spell slot) is not filled with the correct spell type.
Special: Summon Elemental summons a small elemental if a 3rd level summoning spell is available. You may take this feat multiple times; it's effects stack.

My question is, does anyone see a way to really 'break' this advantage, above and beyond what is available to other character types? I know, for example, that teleportation isn't that common... but dimensional jaunt (which would require this feat being taken twice, plus the actual feat itself) requires a standard action to use, and can be replicated (but better) with the conjurer specialist's alternate class feature, or a warlock's lesser invocation; the spell slot would be filled with a low level teleportation, like the benign switching spell from spell compendium, elevated to a higher level with a feat or some such effect. Perhaps the character would even research a 3rd level teleport-type spell effect, like a short range version of dimension door, or something. The other abilities... flight, minor form tweaks, the ability to summon elementals... can be brought about by various spell and invocation effects.
 

log in or register to remove this ad

NotZenon

Explorer
well i am currently doing an E6 game using the pathfinder ruleset. It seems to work fairly well. Pathfinder characters are definitely a bit more capable than regular 3.5 characters, so it kind of messes up the CR of alot of traditional adventures.
 


NotZenon

Explorer
prestige feats.

Here is my attempt at making a prestige feat chain for one of my characters that wanted to play a defensive knight/tank type character. It is mostly based on the Dwarven Defender from the DMG, and also borrowed from some other feats i saw in this thread. (forgive me there is a bit of mix between 3.5 and pathfinder as we play pathfinder characters with the 3.5 skill list) Maybe a bit too powerful, but hasn't seemed to be game breaking so far.



Knight Defender [Prestige]
Prerequisite: Base attack +6, Good-aligned, Dodge, Toughness.
Benefit: Balance, Intimidate, Listen, Sense Motive, Spot become class skills for you. You gain 6 Hit points. You gain an additional +1 dodge bonus to Armour class.
Special: You may not gain this feat if you already possess any other prestige feats.

Indomitable [Prestige]
Description: Years of grizzled combat and countless wounds have left you a nearly-unstoppable force on the battlefield.
Prerequisites: Knight Defender prestige feat.
Benefit: You gain damage reduction 2/-. In addition, you are no longer fatigued from sleeping in Armour.

Defensive Stance [Prestige]
Prerequisite: Knight Defender prestige feat, 2 prestige feats.
Benefit: For a number of rounds per day equal to your character level + your constitution bonus, you may enter a defensive stance as a swift action. While you are in this stance, you gain a +4 dodge Bonus to Armour class, and a +2 bonus to all saves and CMD. If any foe within your reach attacks an ally, you immediately gain an opportunity attack. If any foe tries to take a 5-foot step away from you, you may immediately make an opportunity attack. If you move more than 5 feet on your turn this stance immediately ends. As soon as you end this stance you are immediately fatigued, if you were already fatigued when you entered this stance you are instead exhausted.
Special: If you have the endurance feat you are only fatigued for 1 round when you end this stance.

Second Wind [Prestige]
Prerequisite: Knight Defender, Indomitable, Endurance.
Benefit: Once per day as a swift action you may gain 18 temporary hit points, these hit points may not raise you above your maximum. These hit points last for a number of rounds equal to your character level + your constitution bonus.

Retributive Strike [Prestige]
Prerequisite: Knight Defender, 2 Prestige Feats.
Benefit: Once per day, if a foe scores a critical hit against you or one of your allies, or knocks one of your allies unconscious, you may declare a retributive strike against that foe on your turn. For the rest of the round you gain a +3 bonus to hit that foe, and all your attacks against that foe do +1d10 damage. All your critical hits against that foe are automatically confirmed. If you do not hit your foe during this turn, you continue to gain the +3 to hit until you hit that foe until you hit or the encounter is ended.
Special: If you are in a defensive stance you may charge or move on this turn without ending your defensive stance.
 

NotZenon

Explorer
prestige feats.

here is my attempt at making a druidic type prestige class for a bard player (to fit the flavor of my campaign - in which the only spellcasters are bards)

(of course i borrowed "lifecaster" from another poster on this thread)

Natural Mystic (Prestige)
Prerequisite: Character Level 6, no other prestige feats, Knowledge Nature 4 ranks, Spell Craft 8 ranks, a spirit of nature must accept you as a protector of nature.
Benefit: The following skills become class skills for you, Climb, Handle Animal, Knowledge Nature, Listen, Ride, Spot, Sense Motive, Survival, Swim. In addition You can speak with animals, as per the spell, for a number of rounds per day equal to your character level + your charisma modifier.
Special: You may not gain this feat if you already possess any other prestige feats.

Natures Protector (Prestige)
Prerequisite: Natural Mystic Prestige Feat
Benefit: You gain the Plant Domain from the list of Cleric Domains. From now on you gain all the benefits of that Domain, and can cast 1 domain spell per day, at each spell Level. You also gain the Wild Empathy Class Ability.

Natures Lore (Prestige)
Prerequisite: Natural Mystic Prestige Feat, Natures Protector Prestige Feat.
Benefit: You may add the following spells to your list of domain spells known: Obscuring Mist (1), Endure Elements (1), Fog Cloud (2), Animal Messenger (2), Lighting Bolt (3), Water Breathing (3). You may also add Purify Food and Drink to your list of orisons/cantrips.

Storm Lord (Prestige)
Prerequisites: Natural Mystic Prestige Feat, 2 Total Prestige Feats, Caster level 6th.
Benefit: Once per day, you may cast either Ice Storm or Call Lighting Storm at your caster level.

Life caster (Prestige)
For most spell casters, magic is life. For you, however, life can also be magic.
Prerequisite: Natural Mystic Prestige Feat, 3 total Prestige Feats, Caster Level 6th.
Effect: You can take temporary constitution damage to increase the effective caster level, or the save DC of your spells. When you cast a spell, every one point of constitution damage you take increases the caster level, or the save DC of that spell by one. You can't increase the effective caster level, or the save DC of a spell by more than 4 in this way. In addition, you may take constitution damage instead of increasing the spell slot used for spells you cast using Meta magic feats. For instance, you may cast a Quickened first level spell by taking 4 constitution damage instead of having to use a 5th level spell slot.
 

joela

First Post
E6: An heir to the 3.x Mantle

An interesting post on the Pathfinder Roleplaying Game, Trailblazer, Fantasycraft, Fantasy Concepts, and E6

After spending a couple of years playing 3.5 I was quite happy to hear when 4E was announced. While I've really enjoyed 3.5 there seemed to be a lot of things that could have been fixed, but with the system almost completely matured, it didn't look like it was going to be happening anytime soon by WotC.

During the buildup to 4E our group was playing a lot of Star Wars Saga Edition, and everyone was having a great time with it. Saga edition was quietly being used as a kind of test bed for mechanics and ideas for 4E. Later on designers of 4E mentioned in blogs and forum posts that Saga was in a lot of ways a snapshot of where 4E was in its early design phase.

So as 4E approach all of us were quite excited about the release, and we slurped up all the little previews and I even incorporated some of the preview rules into my Saga game. We shared a common idea of, "Finally, 3.5 is going to be fixed, it's going to be a fantasy Saga system and it's going to be awesome!"

As it turned out, 4E design went well past the Saga system in overhauling the game and unfortunately for a lot of us in the gaming group it went too far. For many of us 4E ended up not being the game for us, including myself.

So over the last year I've been paying a lot of attention to what I'm now calling the "Inheritors of 3.5", several different systems that are staying within the gravity well of 3.5, but which are making significant revisions. I figured that after all of the reading and review I've done I might as well give an overview for the local gaming community.
 

joela

First Post
campaign

I threw the idea of E6 at my players about a month ago.

<snikt>

What I wasn't expecting, was that my players had decided that they wanted to change over to E6 with or without me. People are still a level or two away from the level six break point, but everyone seems to be excited. For the most part, my group already preferred the E6 "sweet spot", and their primary complaints with other campaigns were when things powered up to the realm of level five spells.

Surprise number two was for one of the players to suggest using the "players roll all the dice" rule. When I looked over it at first, I liked it, but the loss of control for a DM who often fudged rolls to keep players from dying scared me. But, after having witnessed the genius of the Death Flag in action, I knew that I had nothing to worry about.

But yeah, so far everything's turning up roses. There have been fewer arguments about this round of houserules than anything else we've tried, and everyone seems to be excited. The only hitch we've run into is wrapping our heads around the "players roll" rules, but we've only had one real swing at them so far.

Nytmare, how'd the campaign go? I'd especially like to hear your experiences with the Death flag and Players roll all the Dice.
 

Jack Daniel

dice-universe.blogspot.com
Yesterday, I just finished my first E6 campaign... using the Basic/Expert rules.

My take on E6 is very simple. I took the framework of the Basic D&D character classes, and then I limited all of them to 6th level. A few tweaks are needed here and there (particularly a slight acceleration in the combat and saving throw advancement tables), but otherwise very few changes need to be made to the game.

Once characters actually reach 6th level, they gain all the benefits normally accorded to 9th (name) level characters in the regular rules (i.e. a title, stronghold, followers). Beyond that, every time a character re-earns the same amount of XP normally needed to go from 5th level to 6th (e.g. 16K for a fighter, 20K for a magic-user, 32K for an elf), the character gains an "epic advancement." Since there are no feats in Ye Auld Game, an epic advancement grants two boons. First, the player increases any one of his character's ability scores by one point. Second, the player re-rolls all of his character's hit dice, adjusts for constitution, and takes the new total if it's higher. In the event that maximum hp are ever rolled, future epic advancements grant only the ability score raise.

This particular campaign was fairly spell-heavy, since it starred a magic-user, a cleric, and an elf. The plot consisted of an alternate 19th century Earth where magic is real, set against the backdrop of 1860s Ireland, during the Fenian raids. The player characters were Irish-born adventurers with rebel sympathies, but they became chiefly concerned with hunting down a number of evil magical artifacts before they fell into the hands of a cultist sorcerer. The sorcerer was nominally working for the British army, but really he was just manipulating everybody to his own ends, namely to use said evil artifacts to revive a Mesopotamian demon to do his nefarious bidding. Last night, the campaign came to an end when the player characters confronted, fought, and defeated the sorcerer in an explosive battle on the streets of downtown Dublin.

Speaking in terms of game mechanics, the campaign couldn't have gone better. Capping all experience levels at 6th has proven to be the ideal way to both keep the action realistically "heroic" and make everything run smoother for the DM. Low level monsters, spells, and items are easy to remember off the cuff; the player characters never have any game-breaking super-powers; in short, zero headaches for me. And the players still have that sense of advancement past 6th, when they earn the "epic *ding*" and get to raise an ability score. Capital idea, this E6!

==========

One of the curious things I was able to do with this game, though, was to make all of the numbers "mean something" in fairly concrete terms. This allowed me to place adjectives, rather than numbers, on the players' character sheets. As the DM, I had all of the characters' stats in "stat black" form, like so:

Maldinar, L Mag3, Str 9 Dex 12 Con 13 Int 16 Wis 8 Cha 10, AC 5, HP 12, THAC0 19, Saving Throw 14, etc...

But the character sheet looked something like this:

Name - Maldinar
Alignment - Lawful
Class - Magic-User
Level - Conjurer

Strength - Average
Dexterity -Average
Constitution - Above Average
Intelligence - High
Wisdom - Below Average
Charisma - Average

Armor Class - Bracers of Armor (Chainmail)
Combat Skill - Basic Training
Saving Throw - Seasoned Adventurer (Wisdom Penalty)
Current Health - (*) Hale; ( ) Winded; ( ) Exhausted; ( ) Injured

===========

As the DM, I rolled all of the dice. The players never saw a single number. It was that fact, I think, coupled with the "heroic realism" of the E6 power scale, that greatly improved the immersive experience for the players.
 
Last edited:



Remove ads

Top