E6: The Game Inside D&D (with PDFs!)

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Difference between hit points (or extra spells) and new spell levels: One is about the ability to stay in the fight, the other is about direct application of power. That's why there's no +BAB feat in E6, for example.
 

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Another question for you , Ryan (I know I'm a bit thick-skulled sometimes)

How are you supposed to run monsters with spell-like powers : are they limited to 3rd level equivalent spells or should they keep their Dimension Doors , Fire Shields or Prismatic Sprays ?

In other words, should I keep monsters by the book or tweak them ?

As far as spells are concerned, I'm planning on allowing multiclassing as suggested in some earlier posts (taking only what's better in the additional levels beyond the sixth, as in the examples of a fighter 6 / wizard 1 a few posts before)
Same with Prestige classes. As some of these (Arcane Trickster, for example) give a +1 to the level of in a pre-existing spellcasting class, they would allow characters to get additional slots some of them higher than 3rd, which could allow for metamagic feats applied to 3rd level spells.
Would you also allow these slots to be used to memorize lower level spells ?

If that so, there should be some feats allowing for the same increase in spellcasting class level for single-class spellcasters...
I figured out that this hypothetical feat or even "gestalt" levels beyond the first 6 should cost more than simple feats (I was thinking along the lines of 10 000 XP, instead of the regular 5 000 Xp for a feat, since class levels usually get you some class ability along with better BAB or Save bonus than the one you had so far )

What do you think ? Am I straying too far from the E6 road or not ?
 

I play the monsters by the book, but I try to stick to CR1 to CR 10 creatures as the "base creature" and add feats or straightforward templates after that.
 

Sorry about the fewer and shorter responses from me lately, I'm completely overwhelmed at my day job.
 

Variant E6: E6Jump

I'm thinking of applying an experience point system to my E6 campaign where, once the PCs achieve 6th level, their xps drop to zero and, for every 5k earned, they get a new feat (as per standard E6 rules).

Once, though, they've obtained enough xp to achieve 7th level (I think it's 21k), their xp drops to 0 again and the cycle begins all over.

Thoughts?
 

I think that if you want to cap things at 6, you should do so, and if you want to play D&D at higher levels, you should so, but ultimately your solution is just slowing things down, which is vastly different than E6 "as written".

Not that it's a bad thing, mind you -- it's just not really E6 per se, not even "lean upwards".
 

Hrothgar Rannúlfr said:
Am I reading your post right?

A Fighter5/Wizard1 can gain the equivalent of the casting ability of a 6th level Wizard (with 5th level Fighter abilities) through taking this feat 5 times?

A Wizard6 can gain the equivalent of the casting ability of a 11th level Wizard through taking this feat 5 times?

Am I reading this right?
Exactly.
The feat gives your F5/W1 the option of continuing to focus on improving his magical skills if he would rather do that than just take fighter feats for the rest of the campaign. Regardless, he'll never be as good as the single class Wiz.
The Wiz 6, on the other hand, will not have to worry about becoming increasingly irrelevant as the martial classes are slowly able to handle greater and greater challenges and he is still stuck with the same old 6d6 lightning bolt, and the Wiz would actually get to use his metamagic feats. Even with the feat, there still wont be any wishes or infallible ressurections, as the spell level limit is 6th.
Personally, I would still cut the spell selection to maybe 12 4th and 5th level spells of my choice per class and maybe 6 or 8 spells of the 6th level, the ultimate pinacle of sorcery!
 

RE: Advanced Magic

Thanks, Grimstaff.

It seems much more powerful than most of the other E6 feat suggestions, so far. My gut instinct is that the feats you suggest are too powerful for E6 without some additional requirements. Though, I can see it working for the idea that you have in mind of magic really rewarding the devotion of its truest students... As long as there was some additional cost/danger.

In a world with these feats available, I'd think that the general population would be extremely wary of wizards/sorcerers. In fact, the practice of magic might be illegal and/or considered immoral. Especially if such feats required unspeakably vile pacts with the Dark Masters of the Forbidden Arts.

Rules such as those from Heroes of Horror or The Book of Vile Darkness for things like Taint and Corruption (or Dark Side Points like in SWSE) might be useful, too, in fleshing this out. I'm beginning to implement them into my current campaign (non-E6, but the group's only 4th level).
 

Grimstaff said:
Exactly.
The feat gives your F5/W1 the option of continuing to focus on improving his magical skills if he would rather do that than just take fighter feats for the rest of the campaign. Regardless, he'll never be as good as the single class Wiz.
The Wiz 6, on the other hand, will not have to worry about becoming increasingly irrelevant as the martial classes are slowly able to handle greater and greater challenges and he is still stuck with the same old 6d6 lightning bolt, and the Wiz would actually get to use his metamagic feats. Even with the feat, there still wont be any wishes or infallible ressurections, as the spell level limit is 6th.
Personally, I would still cut the spell selection to maybe 12 4th and 5th level spells of my choice per class and maybe 6 or 8 spells of the 6th level, the ultimate pinacle of sorcery!

Grimstaff, your feat is -way- overpowered for an E6 game - if you want straight-up castable level 6 spells, I'd recommend an E12 game. It'll be way higher-powered, but it'll work better than introducing your feat into E6.

The thing is, one of the reasons that magic is capped at 3rd level spells is because 3rd level spells -- despite being very powerful from the perspective of a normal person -- are not yet completely unbalanced when compared to martial classes. For higher-level "pinnacles of sorcery", incantations(check the first page of the thread) or single-use items like scrolls are a decent way to go.

If you want to "power up" the wizard from 3rd level spells, take a look at the Arcane Thesis feat from Player's Handbook 2, and my Swift Metamagic feat from the first page of this thread -- the two combined can produce some powerful casters without tipping the balance into 4th level spells. For multi-classed Wizards, Practiced Spellcaster(Complete Divine and I think Arcane as well) and the E6 feat that grants you an additional spell slot should do the trick.
 

Where...?

Kunimatyu said:
If you want to "power up" the wizard from 3rd level spells, take a look at the Arcane Thesis feat from Player's Handbook 2, and my Swift Metamagic feat from the first page of this thread -- the two combined can produce some powerful casters without tipping the balance into 4th level spells. For multi-classed Wizards, Practiced Spellcaster(Complete Divine and I think Arcane as well) and the E6 feat that grants you an additional spell slot should do the trick.

Kunimatyu, where's that feat where, if taken by a spellcaster, grants half the CL in number of spells (i.e., 6th caster can either select 1 3rd level spells or 2 2nd level spells or 3 first level spells)?
 

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