Empirate
First Post
Hi guys. I'm starting up a new campaign shortly, and I'd like a bit of advice where game balance is concerned, since this is the first E6 game I'm going to DM. We had a one-shot adventure in the setting I homebrewed about a year ago, but other than that, it's all brand new. I ask you to provide insight and analysis of what the game balance will be like in my setting: most importantly, class balance, but also spells I'll need to look out for, feats that can ruin balance etc. Books available are most everything except for psionics, Incarnum, and (as of yet) ToB.
Without going into the details, this is supposed to be a rather low-magic game (i.e. almost no magic items, spell access for casters restricted to mostly PHB). It's also very low-tech, on the brink of stone age technology. Craftsmen are quite skilled, and a few alchemical items will be available due to a rare macguffin substance: Moonscatter, which rains down from space, and is needed as a focus for all kinds of magic (no other material components are ever needed, though).
Metalworking is considered an art on par with magic, metal items are automatically considered masterwork etc. Writing is similarly all but unknown except for runecraft (a skill to spend points on), which is only good for religious and magical uses.
The environment is exceptionally harsh, with very long days (extreme heat and dazzling sunlight) and nights (extreme cold). I'm planning a heavy emphasis on underground adventure, though (think Underdark).
For thematic reasons (which the players enthusiastically agreed with, btw), I restricted playable races to Humans only and forbade evil alignments. I also heavily restricted playable base classes. Here's the list:
Barbarian
Bard
Druid (Shapeshifter variant only!)
Favored Soul
Fighter
Monk
Paladin (Charging Smite variant only)
Ranger
Rogue
Scout
Sorcerer
Spirit Shaman
Warlock
I'm thinking of adding Beguiler, Binder, Cleric (Cloistered Cleric variant only), Dread Necromancer, Factotum, and Swordsage. What do you think of those additions, balance-wise?
Later on, the PCs will run into NPC Wizards, Duskblades, and Artificers (taken by a higher-tech alien species). I'm still debating whether I'll let those become playable classes after the PCs encounter them.
All standard E6 rules are in effect, including capstone feats. I'll make up new capstone feats for Warlocks, Scouts etc. Note that in an E6 game, characters can gain dozens of feats eventually! Furthermore, I made up a few campaign-specific feats myself, which I'd like your thoughts on:
Night Eyes (General)
Prerequisites: Human, Wis 13+
Benefit: You gain low-light vision
Nightwalker (General)
Prerequisites: Human, Endurance
Benefit: You gain the benefits of the Endure Elements spell with regard to cold environments, meaning you do not have to make Fortitude saves to avoid fatigue or nonlethal damage as long as the temperature is above –45° Celsius. This is an (Ex) ability that is constantly active.
Cold Resistance (General)
Prerequisites: Human, Con 13+, Endurance, Nightwalker
Benefit: You gain Cold resistance 5.
Special: This feat can be taken multiple times. The resistance to Cold damage stacks.
Day Eyes (General)
Prerequisites: Human, Wis 13+
Benefit: You gain immunity to the dazzled condition. You also gain a +2 bonus to saves vs. spells and effects with the (light) descriptor or spells that aim to blind you.
Daywalker (General)
Prerequisites: Human, Endurance
Benefit: As Nightwalker, but with regard to hot environments of up to 60° Celsius.
Heat Resistance (General)
Prerequisites: Human, Con 13+, Endurance, Daywalker
Benefit: You gain Fire resistance 5.
Special: This feat can be taken multiple times. The resistance to Fire damage stacks.
Anticipate Moonfall (General)
Prerequisites: Human, Wis 17+, Knowledge (Astrology) 3 rks.
Benefit: You gain the supernatural ability to predict exactly when and where the next Moonfall will take place. This requires a meditative trance of 1 hour. If you happen to be caught outside in a Moonfall, you do not take any damage from the falling Moonscatter. Once per Moonfall, you can catch a piece of Moonscatter before it touches the ground by succeeding on a Reflex save (DC 20). This piece of Moonscatter acts as a Stone of Good Luck for you only, ending when the next Moonfall occurs within a range of 20 miles of you.
Sun’s Beloved (General)
Prerequisite: Human
Benefit: You gain the ability to reroll one saving throw or skill check once per shift if you are outside at the time.
Earth’s Beloved (General)
Prerequisite: Human
Benefit: You gain the ability to reroll one saving throw or skill check once per shift if you are underground at the time.
Moon’s Beloved (General)
Prerequisite: Human
Benefit: You gain a +2 sacred bonus to all saves and to AC while the moon of your choice is visible and the other is not. This will probably be the case around one quarter of the time.
[there are two moons, one of which orbits once each 30-shift period, the other orbiting once each 300-shift period]
[a 'shift' is an 8-12 hour period adopted by this world's population as a vague measurement of time, since days and nights last much longer: up to 150 hours each]
Thanks in advance for your comments!
Without going into the details, this is supposed to be a rather low-magic game (i.e. almost no magic items, spell access for casters restricted to mostly PHB). It's also very low-tech, on the brink of stone age technology. Craftsmen are quite skilled, and a few alchemical items will be available due to a rare macguffin substance: Moonscatter, which rains down from space, and is needed as a focus for all kinds of magic (no other material components are ever needed, though).
Metalworking is considered an art on par with magic, metal items are automatically considered masterwork etc. Writing is similarly all but unknown except for runecraft (a skill to spend points on), which is only good for religious and magical uses.
The environment is exceptionally harsh, with very long days (extreme heat and dazzling sunlight) and nights (extreme cold). I'm planning a heavy emphasis on underground adventure, though (think Underdark).
For thematic reasons (which the players enthusiastically agreed with, btw), I restricted playable races to Humans only and forbade evil alignments. I also heavily restricted playable base classes. Here's the list:
Barbarian
Bard
Druid (Shapeshifter variant only!)
Favored Soul
Fighter
Monk
Paladin (Charging Smite variant only)
Ranger
Rogue
Scout
Sorcerer
Spirit Shaman
Warlock
I'm thinking of adding Beguiler, Binder, Cleric (Cloistered Cleric variant only), Dread Necromancer, Factotum, and Swordsage. What do you think of those additions, balance-wise?
Later on, the PCs will run into NPC Wizards, Duskblades, and Artificers (taken by a higher-tech alien species). I'm still debating whether I'll let those become playable classes after the PCs encounter them.
All standard E6 rules are in effect, including capstone feats. I'll make up new capstone feats for Warlocks, Scouts etc. Note that in an E6 game, characters can gain dozens of feats eventually! Furthermore, I made up a few campaign-specific feats myself, which I'd like your thoughts on:
Night Eyes (General)
Prerequisites: Human, Wis 13+
Benefit: You gain low-light vision
Nightwalker (General)
Prerequisites: Human, Endurance
Benefit: You gain the benefits of the Endure Elements spell with regard to cold environments, meaning you do not have to make Fortitude saves to avoid fatigue or nonlethal damage as long as the temperature is above –45° Celsius. This is an (Ex) ability that is constantly active.
Cold Resistance (General)
Prerequisites: Human, Con 13+, Endurance, Nightwalker
Benefit: You gain Cold resistance 5.
Special: This feat can be taken multiple times. The resistance to Cold damage stacks.
Day Eyes (General)
Prerequisites: Human, Wis 13+
Benefit: You gain immunity to the dazzled condition. You also gain a +2 bonus to saves vs. spells and effects with the (light) descriptor or spells that aim to blind you.
Daywalker (General)
Prerequisites: Human, Endurance
Benefit: As Nightwalker, but with regard to hot environments of up to 60° Celsius.
Heat Resistance (General)
Prerequisites: Human, Con 13+, Endurance, Daywalker
Benefit: You gain Fire resistance 5.
Special: This feat can be taken multiple times. The resistance to Fire damage stacks.
Anticipate Moonfall (General)
Prerequisites: Human, Wis 17+, Knowledge (Astrology) 3 rks.
Benefit: You gain the supernatural ability to predict exactly when and where the next Moonfall will take place. This requires a meditative trance of 1 hour. If you happen to be caught outside in a Moonfall, you do not take any damage from the falling Moonscatter. Once per Moonfall, you can catch a piece of Moonscatter before it touches the ground by succeeding on a Reflex save (DC 20). This piece of Moonscatter acts as a Stone of Good Luck for you only, ending when the next Moonfall occurs within a range of 20 miles of you.
Sun’s Beloved (General)
Prerequisite: Human
Benefit: You gain the ability to reroll one saving throw or skill check once per shift if you are outside at the time.
Earth’s Beloved (General)
Prerequisite: Human
Benefit: You gain the ability to reroll one saving throw or skill check once per shift if you are underground at the time.
Moon’s Beloved (General)
Prerequisite: Human
Benefit: You gain a +2 sacred bonus to all saves and to AC while the moon of your choice is visible and the other is not. This will probably be the case around one quarter of the time.
[there are two moons, one of which orbits once each 30-shift period, the other orbiting once each 300-shift period]
[a 'shift' is an 8-12 hour period adopted by this world's population as a vague measurement of time, since days and nights last much longer: up to 150 hours each]
Thanks in advance for your comments!