Oddly, I'm less excited about E6 in True20, mostly because I can think of a couple immediate problem spots, and the strict feat categories (Warrior, Expert, Adept) with few prerequisites are harder to parse out.
green slime said:It cheapens the fighter's 4 feat advantage (1st, 2nd, 4th, and 6th). Eventually, he'll run out of interesting fighter feats.
mfrench said:People say this frequently, but I have a hard time believing it. One of the premises of the system is to introduce lots of new feats. Just looking at the Complete series, there are great tactical feats (Combat Brute, Shock Trooper, Elusive Target), each with pre-reqs to take. Most people won't have the +6 BAB to ever qualify. You can round out a guy with Unarmed Strike, Combat Reflexes, Improved Init. I had a melee guy do this in one of my games: he got very versatile, so that in any situation he had something to do, even if the situation's parameters meant that his 'main shtick' wasn't appropriate.
If a player wants to be a fighter, couldn't a willing DM create or dig up other feats that suit the player's vision? A fighter remains the only option for wearing heavy armor and being in melee without being held to a strict code of ethics. He also remains the only class with tower field proficieny (others can get it, but then the fighter's another feat ahead, isn't he?).
DogBackward said:Just allow them to take the same feat as the Sorceror, but restrict their spells known. Beguilers get Enchantment and Illusion, Warmages get Conjuration and Evocation, and Dread Necromancers get Necromancy. Easy.
rycanada said:Dog's suggestion sounds good to me.
Nifelhein, FYI another guy sent me a .pdf version of the file, I'll post it here after I get a chance to do some revisions on it.