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*Dungeons & Dragons
Assaying rules for 5E E6 (Revised)
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<blockquote data-quote="squibbles" data-source="post: 8456962" data-attributes="member: 6937590"><p>[USER=71699]@clearstream[/USER] I like your revised character progression, but I feel like [USER=6779196]@Charlaquin[/USER] is correct here. This isn't really an E6 system. Its an E11 system with powered-down progression after level 6.</p><p></p><p>Does that matter?</p><p></p><p>No, not at all. I'd just call it something else; "low power, high fantasy 5e" ... or some such.</p><p></p><p></p><p>I don't think you need to call them demi-levels, since you can put your revised scaling into the new rules directly. But the 6+4, 6+5, etc. is a cool notation.</p><p></p><p></p><p>There are some features that need class level scaling to be worthwhile, like monk ki points. Being stuck with only 6 of those would make 6+5 monks feel pretty stunted. Similarly, you'd want to think about exceptions for subclass features that scale with level or proficiency bonus. Getting stuck with 6d8 psionic power dice as a psi-warrior would also feel pretty lame--their dice would only ever scale once, at 5th level. Unlike the reduced scaling of sneak attack, extra attack, or spells, I think these kinds of features would feel almost vestigial. You'll need to look at them case by case.</p><p></p><p>Also, I see that you left a lot of the subclass features in the demi-level progression. I generally like that but, and I'm sure you know this, some subclass features have a lot more power in them than others and some classes have a lot more power in their subclasses than others. Rangers and Monks shouldn't get their 11th level subclass features, since those are setup to be (roughly) equivalent to fighters' 3rd attack or paladins' improved divine smite.</p><p></p><p>And, while you took the 3rd attack away from fighters, I notice that you didn't take the equivalent 11th level power spike, relentless rage, away from barbarians. Any particular reason for that?</p><p></p><p></p><p>I'm not sure what you mean by "Class and subclass features granted by demi-levels are gained at their lowest level, and don’t scale further", can you give an example?</p><p></p><p></p><p>Cool!</p><p></p><p>Keep in mind, that this helps classes with larger hit dice a lot more, especially Barbarians. Also, are you assuming that HP is rolled, because this would do a lot more to help below average PCs than, say, wizards taking 4HP per level.</p><p></p><p>Also, if HP increases with level but HD don't, short rest HD will get less and less useful across the demi-levels. That's probably not a big enough deal to matter, but it's a consideration.</p><p></p><p></p><p>This is cool. I'm not sure what the result of giving a consequential short rest recovering feature to the long rest classes would be, but I feel like its a good thing that would help harmonize the 5 minute workday and short rest classes.</p><p></p><p>However, upcasting is a really lumpy mechanic. Upcasting invisibility or hold person at 5th level gives you 4 targets instead of 1, but upcasting fireball at 5th only gives you 10d6 damage instead of 8d6. This changes the usefulness of a lot of spells. Tbh, the worst offender would probably be spirit guardians--its scaling is good enough that clerics already choose to upcast it in place of their 5th level spells (and I noticed you gave clerics a 5th level enhancement slot at 6+1, which seems tailor made for this). You would want to consider which classes/subclasses/playstyles get the biggest boost from upcasting, and decide if you're happy with that.</p><p></p><p>---</p><p>edit</p><p></p><p>another thought: since you are writing your own post 6 tables anyway, you might consider changing the spell slot progression, i.e. give casters a few extra 1st or 2nd level spells to pad out their resource depletion without changing their power level.</p></blockquote><p></p>
[QUOTE="squibbles, post: 8456962, member: 6937590"] [USER=71699]@clearstream[/USER] I like your revised character progression, but I feel like [USER=6779196]@Charlaquin[/USER] is correct here. This isn't really an E6 system. Its an E11 system with powered-down progression after level 6. Does that matter? No, not at all. I'd just call it something else; "low power, high fantasy 5e" ... or some such. I don't think you need to call them demi-levels, since you can put your revised scaling into the new rules directly. But the 6+4, 6+5, etc. is a cool notation. There are some features that need class level scaling to be worthwhile, like monk ki points. Being stuck with only 6 of those would make 6+5 monks feel pretty stunted. Similarly, you'd want to think about exceptions for subclass features that scale with level or proficiency bonus. Getting stuck with 6d8 psionic power dice as a psi-warrior would also feel pretty lame--their dice would only ever scale once, at 5th level. Unlike the reduced scaling of sneak attack, extra attack, or spells, I think these kinds of features would feel almost vestigial. You'll need to look at them case by case. Also, I see that you left a lot of the subclass features in the demi-level progression. I generally like that but, and I'm sure you know this, some subclass features have a lot more power in them than others and some classes have a lot more power in their subclasses than others. Rangers and Monks shouldn't get their 11th level subclass features, since those are setup to be (roughly) equivalent to fighters' 3rd attack or paladins' improved divine smite. And, while you took the 3rd attack away from fighters, I notice that you didn't take the equivalent 11th level power spike, relentless rage, away from barbarians. Any particular reason for that? I'm not sure what you mean by "Class and subclass features granted by demi-levels are gained at their lowest level, and don’t scale further", can you give an example? Cool! Keep in mind, that this helps classes with larger hit dice a lot more, especially Barbarians. Also, are you assuming that HP is rolled, because this would do a lot more to help below average PCs than, say, wizards taking 4HP per level. Also, if HP increases with level but HD don't, short rest HD will get less and less useful across the demi-levels. That's probably not a big enough deal to matter, but it's a consideration. This is cool. I'm not sure what the result of giving a consequential short rest recovering feature to the long rest classes would be, but I feel like its a good thing that would help harmonize the 5 minute workday and short rest classes. However, upcasting is a really lumpy mechanic. Upcasting invisibility or hold person at 5th level gives you 4 targets instead of 1, but upcasting fireball at 5th only gives you 10d6 damage instead of 8d6. This changes the usefulness of a lot of spells. Tbh, the worst offender would probably be spirit guardians--its scaling is good enough that clerics already choose to upcast it in place of their 5th level spells (and I noticed you gave clerics a 5th level enhancement slot at 6+1, which seems tailor made for this). You would want to consider which classes/subclasses/playstyles get the biggest boost from upcasting, and decide if you're happy with that. --- edit another thought: since you are writing your own post 6 tables anyway, you might consider changing the spell slot progression, i.e. give casters a few extra 1st or 2nd level spells to pad out their resource depletion without changing their power level. [/QUOTE]
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