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

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Two or three people are running Gestalt E6, two of which are set in Eberron. That sounds like a wicked-fun campaign. My existing campaign is "pure" E6, which will be turning into 4e E(?) once I can see 4e and how it works.
 
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I have this wild plan adapt a videogame(Final Fantasy 11, the MMORPG one) to a tabletop game. E6 / E8 has been perfect as a base to work on.

I was wondering has anyone tried maneuvers(from Nine Swords) and Iron Heroes or elements of Iron Heroes with this system?
 

E6 class changes

First off, it’s been a while since I posted on these boards, but I just can’t resist praising you on E6. I’ve been bored with standard D&D at high levels (I just retired a 29 wizard…he was a blast for a while, and then it began to be same-old, same-old) and I think that E6 will be a nice change of pace…I just introduced it to a new group I’m running for some friends of my brother (he and I will take turns running it)
Some of the stuff I'm doing with E6, and some of the thoughts I've had for later stuff:

Due to misreading the rule in the DMG about what caster levels are required for magic weapons/armor (thought it was 3x the total modifier, not treating the enhancement and special abilities separate) I stated that the most a weapon can be is +2, or +1 with +1 special ability. In this situation, named/special weapons become much more beneficial (typically +1, special ability, AND a modifier), and the same with armor. I like the fact that, in E6, a Flame Tongue or Frost brand becomes so much more cool...because honestly, in a normal game those weapons aren't that useful for very long, except in special circumstances. Due to the level requirements of those weapons, I'll probably stick one in a dragon horde somewhere, or cause it to be part of a dragon-slaying quest (ie to slay the fierce red dragon, you need to talk the titan RAWRRANDOMTITAN into fixing the legendary weapon Frost brand...but first, you need to find the broken sword itself!).
Anyways, I have a chart of all the allowable enchants (and keen, frost, fire, etc. are all too high a caster level to be put on a mortal weapon...those are the enchants of legend!).
To compensate for the power of weapons being slightly reduced from +2/+2 special to +1/+1 special, I've allowed the use of augmentations from the Magic Item Compendium (crystals that you put on your gear, 1 per weapon/shield/armor, to gain a special effect to that weapon). So far, nobody has any issues with the reduced power of weapons...then again, most of the group is brand new to this game, and don't know any better...)
On top of that chart for weapons, I actually set up a chart for all the allowable magic items in the game, from a variety of books: first, the DMG3.5, then Magic Item Compendium, and then any items from the Arms and Equipment guide, Relics and Rituals 1&2, and the Magic of Faerun that fit within E6, and aren't translated in the MIC. I ended up with something like 3 minor wondrous item charts (using the Wondrous Ring rule, I folded all appropriate rings into wondrous items), messed a little bit with the wand chart, and changed the scrolls around a bit.
 
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E6 Magic

Other things we did: most of the core classes from other books are allowed...in fact, our current party consists of a warlock, knight, fighter, rogue, necromancer (I'll go into the necromancer later), wizard, and cleric (Possibly, that player hasn't entered the game yet, and he hasn't heard about the spell casting system we use).
As to the necromancer: Raise dead is a 4th level spell for Wizards, 3rd level spell for Clerics. As such, wizard necromancers are obviously pointless, right?
Well, we chose to use the optional Necromancer variants from Unearthed Arcana: instead of gaining bonus spells from specializing, and a familiar, the necromancer specialist starts off with a skeletal companion with boosted stats, and any undead he creates also gain boosted stats. Also, we took a spell from some book (one on necromancy, can’t remember which one) which lets a first level character animate one skeletal or zombie companion. In essence, the wizard necromancer gains 2 skeletons with superior stats (extra hit points, more strength, dex, etc.), while the cleric necromancer gains an army of lesser undead. Quality v. quantity. As a side note, we also took the Hollowfaust idea (from Scarred Lands campaign setting) and set up a group of necromancers who are not evil, so much as curious…they are really good physicians (switched out Heal skill for Craft skill), and tend to use only criminal remains, etc. Still creepy, feared, etc, but not immediately killed except in certain areas.
We also use the Recharging Magic system from the SRD. For those of you who don't want to read it, this system means that when you cast a spell, you lose access to that spell level for a few rounds, but can then cast that spell or any other spell you have memorized (or know, for spontaneous casters) again. It's something like 1d6 rounds if it's your highest level spell, to 1d4 rounds for lowest level (spontaneous casters recharge faster, but know less spells as always...core classes that spontaneously cast yet still know all the spells of that type, such as beguiler, etc, use the wizard recharge table). Under this system, we stated that using a scroll activates that recharge time (using a scroll of fireball activates the 3rd level spell recharge time) but using a wand doesn't. In this manner, scrolls are useful for casting spells you don't know/don't have memorized (like usual). We're considering making it so that wands can only be used if you can spontaneously cast that spell/have it memorized, but it doesn't trigger the recharge time, and can be used even if that spell slot is on recharge.
Anyways, a couple of reasons for using that magic system: we want the game to be slightly more heroic and faster paced, which means we want to reduce downtime...but without really overpowering the group. We figure that in a combat, unless the combat lasts for a while, you'll still only be casting a spell once, maybe twice, before the combat is over...ie, no blowing off 3 fireballs in one combat, unless you have a wand of fireballs (which is what, dc 14 to resist? Most lvl 4+ monsters have at least a 50% chance to take only half damage from that). At the same time, healing becomes a bit of a concern...do you as the cleric want to cast an offensive spell, general buff spell, or healing spell?
Remember, you might not be able to cast a healing spell of that level again for a couple of rounds, unless you have that wand... it makes combat a bit more hectic at times, and could lead to death.
So far, nobody is wanting to play a psion, and I'm not sure if I want to go to the trouble of fixing them up for it (making them work with recharging magic, for example)...however, I've been thinking a bit of doing something like, using 3.0 psionic rules, with power points recharging at a rate of 1 point per level per round in combat, and 3 points per level per round when out of combat (after a 1 minute period of non-combat). Would use the same recharge time as a sorcerer. I might use 3.5, but I'm not as knowledgeable at it (ran a 3.0 psion, never really ran a 3.5 psion, haven't looked through the books as much as I should)...I do, however, know that there is a way to over-charge 3.5 powers, and since power points are rechargeable, I don't want that really happening... maybe balance it out by saying that, by overcharging, you take double the time to recharge the power? Dunno.

We also handle metamagic feats separately. When you take a feat, you can spontaneously apply that feat to a number of spells per day equal to (6 divided by the spell level modifier of the feat, rounding down), and this doesn’t modify the casting time. Therefore, you can silence or still a spell 6 per day, but maximize it only once. There is no way to adjust that level modifier, either. You can take the feat up to three times, and it’s effects stack. Spells cannot be memorized with metamagic feats attached…the feat can only be used spontaneously. Also, you can never use a feat (or combination of feats), of more than +4 level modifier, or your current caster level, whichever is lower. IE, no extending/maximizing/silencing a spell, but silencing/stilling a spell is possible.
 

Death in our game

We make death a bit harder to come by: From level 1-2, you go down to -10, you die. Every level afterwards, you can go down another -5 hp before dying, to a maximum of -30 at level 6. This means that yes, you can be knocked down by a couple of lucky hits...but any overpowered hit that knocks you out most likely won't kill you at later levels...it takes a bit more effort to do that. And FYI, we have it so that Diehard (you know, the feat that keeps you conscious until -10) works, and it can be bought several times...each time, keeping you conscious for another -5 hp, maximum of -30 hp.
In our game, there are also ways to remove death: however, all of them are pretty bummer for the characters.
As a note, we use a suggestion from here on the EN boards concerning death: Upon resurrection, you don't lose a level; instead, you are energy drained (-5 hp, -1 attack, skills, etc.) until the next time you gain a level (or 5000 experience, if you've already leveled to 6).
First, and the one that costs no experience: Philosopher Stone. In the DMG2, under artifacts, the book states that the philosopher stone is equivalent to like, 40k gold. As such, we designed a 1 use magic item worth 40000 gold that, when mixed with the appropriate potion (curing potions, or w/e) restores life. We figure that 40000 gold is a serious hit to anyone's pocket.
The second way: Similar to an incantation, this idea comes from Encyclopedia Arcana: Demonology. That book gives methods of summoning outsiders (demons and devils, primarily) to do a specific task. In my game, high priests can use certain rituals to summon a solar celestial, who will resurrect the selected person. This is a very expensive ritual of course, and so it costs 20000 gold plus a quest owed to that church (can be called in for later adventure ideas, and the general idea is that all the players will want to help the questing player, because next time it might be THEM who die and owe a quest). Also, it costs a bit of experience: you lose whatever experience you gained since your last level, or the last time you bought a feat...could be up to 5000 experience, or more if you horde experience (for what, I have no clue).... I prefer this summoning idea over the idea of an incantation, but that's just me.
The third way: Experience debt. In this method, your character refuses to die, and burns experience to make it so. In a situation in which your body is not totally destroyed (acid pits are bad, mmkay), and life could still go on (no decapitation, etc.), you spend 10000 experience points and "live" for up to 48 hours. You are so close to death, however, that for all intents and purposes you count as dead. Spells that monitor health, or a successful heal check (dc 20), will reveal that you are in fact alive. Your body can sustain up to a total of -100 hp of damage, at which point it fails. Also, being eaten, decapitated, etc, kills you too.
If you do not have 10000 experience to spend, you can instead choose to lose the next 15000 experience. Needless to say, I doubt my players will use this...but there's always that choice. This is also the only way to avoid the energy drain effect of resurrection: since you never die, you never gain the penalty. However, you are considered exhausted upon being healed back to a positive total. Also, if you die from other causes than HP loss, this option isn't available.
The 4th way to come back from death: I "borrowed" this from a feat I saw on some site...possibly the great netbook of feats. Anyways, this option makes healing a more useful skill: If you, a healer, can get to someone who has died within the last 5 rounds, you can attempt to resuscitate them. You make a heal check equal to the amount of damage they've suffered over the minimum health they have (ie dc 30 if a 2nd level character goes to -40 damage...that's 30 points over the -10 they can go to before death). If your check is successful, that character makes a fortitude save (same DC), and if that save is successful, then they are returned to 1 hp above the point of death (ie, if you go to -10 before dying, it returns you to -9 hp, and stabilized). Healing effects gain a bonus to this: if the person doing the heal check is willing to "charge up" a heal spell (ie cast cure light wounds to charge their hands right before the heal check), they gain a +1 bonus per 3 hp cured to the check, and the target gains +1 to fortitude saves for the check, per 3hp cured. Laying on hands gives +1 to check and save, per 2 points spent...I give Lay on Hands more of a bonus because it lets the paladin rub his hands together, shout "CLEAR!!!" and then hit the target...plus, recharging magic means that cure lt. wounds can be cast all day, whereas there is still a limit on lay on hands). Anyways, if your character is brought back to life due to this, then he is exhausted for the rest of the day. Walking wounded, etc.
 

Welcome, winterwolf, and thanks for the kind words for E6! That's a lot to take in, and I don't have a ton to say about it, but I'm glad you're having a chance to play E6 and the mechanics you're using sound neat!

Are you using modules, or designing your own world, or some combination of the two?
 

Monsters and templates

A couple of notes I had, as well as a creature template:

First off, regarding clay golems: it would be a great idea to have them be able to be created by a cabal of clerics, as that's fundamentally the origin of the golem idea: according to wikipedia, they (golems) were a creation of those who were very holy and close to God. A very holy person was one who strove to approach God, and in that pursuit would gain some of God's wisdom and power. One of these powers was the creation of life. No matter how holy a person became, however, a being created by that person would be but a shadow of one created by God.
Anyways, as someone suggested earlier, make it an incantation (though I personally don't like the ideas of incantations) to create clay golems, possibly an even more detailed one to make stone golems. Use the same cost as normal creation, possibly require "craft construct" as the prerequisite to making a golem, etc.
For iron golems, I like the ideas put forth in the Ravenloft campaign setting (I only have 3.0, alas, so I don't know what happened to golems in 3.5): anyone insane or obsessed enough can bring forth the spark of life in the inanimate, leading to such constructions as iron golems. Frankly, an iron golem is enough of a challenge without adding in a wizard capable of creating it: makes it much more balanced to have, say, an iron golem and the level 2 expert who created it. In Ravenloft, most constructs have a flaw (ie. forced to dance when music is played, etc.). The campaign might focus on finding out that one flaw, with the final battle as the climax.
Flesh golems might follow the same rules above (mad scientist uses lighting or chemicals to reanimate the body of his love, which then goes horribly wrong, etc., etc.) or perhaps make it an incantation only knowable to necromancers or those with spell focus (or even greater spell focus) necromancy.
For this game, I've also toyed with the idea of a proto-lich (I have no idea if that name is already taken for a monster somewhere, but I don't care, so nyeah): A 6th level wizard, sorcerer, or cleric (but no other class, as of right now) can spend 120000 gold and 5000 experience (as well as requiring the Craft Wondrous Items feat) to gain a form of semi-lichness. There is no level penalty from becoming a proto-lich in my E6 game.
Proto-lich: armor: gains +3 natural armor.
Attacks: gains a touch attack for 1d8+3 cold damage (replaces negative energy touch), and stuns for 1 round (dc 13+ charisma modifier), fortitude saving throw for half damage and to negate the stun.
Fear Aura: affects creatures of up to 4hd, acts as a fear spell to creatures of up to 2hd, and causes 3hd creatures to be shaken. Will save dc 13+ charisma modifier to negate the effect. If the opponent saves, it cannot be affected by that lich's fear aura for 24 hours. This aspect of fear aura can be repressed.
Animals of less than 5hd are shaken in the presence of a proto-lich, and the lich gains -20 to ride and handle animal checks. This aspect of fear aura cannot be repressed. Fear aura also causes mortals to be creeped out by the presence of a proto-lich. As such, proto-liches are automatically detected as "unnatural" without a disguise (plus, the lack of flesh, etc., doesn't help), and take a -20 to disguise checks. This aspect also cannot be suppressed.

Turn Resistance +2
Damage reduction 5/bludgeoning and magic
Undead immunities, as well as the lich immunity to cold, electricity, polymorph, and mind-affecting attacks.
+2 intelligence, wisdom, charisma, as well as the standard lich bonuses to skills.
And the primary reason to be a proto-lich: Unless a proto-lich's phylactery is destroyed, the proto-lich reforms 1d10 days after being destroyed, as per the standard lich rules.
Alignment: DM option, but I say that if your character is played right, he could theoretically become a proto-lich without becoming evil (IE the archliches of Monsters of Faerun: humanoids who give up their life for unlife, to further a goodly cause, or to protect the family).

In my opinion, the 120000 gold cost and the experience penalty offsets the minor abilities a proto-lich gets... the only thing that the proto-lich gets that is fairly unique is the ability to come back from "death". Everything else can be duplicated by a spell or effect (except, I suppose, the undead qualities...but even those can be partially duplicated by the graveborn feats (or whatever they are) in the Libris Mortis book). Also, the inability to ride normal animals (meaning that summon mount must be known or memorized for a mount), the effect upon normal animals in the area (dogs bark or cower before a proto-lich, etc.), and the "bad vibes" that a proto-lich gives off tends to lead to all sorts of issues. Also, spending 120000 gold is going to be noticed, and those who recognize what materials are being bought, might be curious as to who plans on becoming a proto-lich.
Also, over centuries of time, it might be possible for a proto-lich to develop into a true lich...and it might be possible for those true liches to learn spells of up to 5th level (ie, gain levels up to 9th)...this wouldn't happen to PCs, but perhaps there are a couple of true liches sitting around in the world, plotting nefarious deeds for the players to eventually stop...

Anyways, those are just some thoughts I had for the E6 game I'm running...critiques are welcome :D
 

rycanada said:
Welcome, winterwolf, and thanks for the kind words for E6! That's a lot to take in, and I don't have a ton to say about it, but I'm glad you're having a chance to play E6 and the mechanics you're using sound neat!

Are you using modules, or designing your own world, or some combination of the two?

Yeah, I know, it's not just one but FOUR walls of text!!!
Anyways, I'm sort of combining a couple of modules into my own world, based on a number of other worlds I've played in...
Mostly, the world is undefined at the moment, with us filling it in as needed. Someone needs to come from a town that specializes in tin mining? Well...there wasn't such a town moments ago, but there is now!!! That kind of thing.
 

I'm wondering if I'd need to set up some special rules for treasure. I just have this vision of a party with a slew of +1 this, that, every minor item, several keeps filled with potions, etc.

Or do the caster level caps keep things mostly under control?

Oh, and to 'me too' a bit, gestalt and E6 have made me more excited with D&D than I've been in a very long time.
 

Will said:
I'm wondering if I'd need to set up some special rules for treasure. I just have this vision of a party with a slew of +1 this, that, every minor item, several keeps filled with potions, etc.

Or do the caster level caps keep things mostly under control?

Oh, and to 'me too' a bit, gestalt and E6 have made me more excited with D&D than I've been in a very long time.


I've set up a magic item chart, mostly works for minor items atm, medium and major probably needs a bit of tweaking but that's a ways in the future. The way I figure it, in E6 major items are going to need to be either special, or hand-picked by the DM. For example, you might consider putting a +3 sword in as a major treasure, or a +2 keen (keen is caster lvl 8, iirc)...that's not something you'd want to roll up, it's something you'd need to place.
I set up a major wondrous item table, as well as a major table for weapons, for armor, etc. I don't know what the copy write rules state, since some of the items are from other books (just list prices, names, book locations)...I don't know if I can post an attachment due to that or not. For weapons, I have something like a chance for it to be +1, or +2, or special material. Medium weapons are +2, or +1 Special, or +1 and special material...major can combine all three abilities, etc. Same for armor. Wondrous items are easy for minor, since I combined items from a whole lot of books (ended up with almost exactly 300 minor wondrous items+ rings). There are slightly fewer medium wondrous items/rings (about 50), and most of the major items I have are items that normally wouldn't be major, but are still outside of caster level requirements. Ie, a bag of holding type 4 is major in this campaign, because it's a higher caster level than 6. Theoretically, it'd have to be made by a dragon/titan/w/e. Some minor staves, rods, etc, are thrown in...ie. a rod of wonder is major, as is a staff of healing.
I knocked 10-15 points off of randomly rolling up medium potions, and put in least weapon augmentation crystals (from Magic item compendium), and knocked the same number off of medium scrolls to put in Least armor augmentation crystals. Did the same for major potions/scrolls and Lesser augmentations. My rolling charts for major items aren't defined yet, same with medium (aside from what I mentioned above), but we're only level 3 in the game so I still have time :D

Edit: oh, I also made lvl 1 scrolls minor, lvl 2 scrolls medium, lvl 3 scrolls major, same with potions and wands...there will be no rod/staff/ring rolls, either...
yes, I know that this means that scrolls rolled up for medium and major items will be worth less than normal treasures of that value...but you can reroll if you don't like it, or place your own treasure, or w/e...and lvl 2-3 scrolls and wands are the same value as medium/major potions in standard dnd, iirc.
 

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