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E6: The Game Inside D&D
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<blockquote data-quote="Zelc" data-source="post: 3779715" data-attributes="member: 40496"><p>Interesting, you're right. In fact, there are VERY FEW +1 weapon enhancements that can be crafted in E6. Should we reduce the CL/ML of +1 enhancements to 6? It just doesn't seem like fantasy if we can't craft a flaming sword <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" />. They should be rare, but not uber-rare like a +2 enhancement item. Someone already put up a list of the magical ones, let me add the psionic ones:</p><p></p><p>Weapons:</p><p>Sundering: ML 5, +1 cost</p><p>Teleporting: ML 5, +1 cost</p><p></p><p>Armor/Shields:</p><p>Quickness: ML 4, +1 cost</p><p>Landing: ML 4, 4000 gp</p><p>Floating: ML 4, 4000 gp</p><p>Linked: ML 6, 6000 gp</p><p>Seeing: ML 5, 6000 gp</p><p>Heartening: ML 4, 720 gp</p><p>Ranged: ML 5, +1 cost</p><p></p><p>There are some others that have a low ML, but all of them cost more than 10k gold.</p><p></p><p>I'll do the Universal Items thing later.</p><p></p><p></p><p>I redid the spreadsheet. The THF Fighter really cements its damage lead, and the TWF Ranger now is worse (although not by that much) even with a +2 favored enemy bonus. Monks become much worse; EVEN WITH FULL BAB PROGRESSION AND NO PENALTY FLURRY, they're expected to do anywhere from 8.5 (AC 15) to 2.1 (AC 28 and above) less damage per full attack than a THF fighter (-5.53 versus AC 22). That's with a +2 Kama; with fists, it'll be even worse. </p><p></p><p>Oh yea, don't TWF with a Soulknife and expect to get much done. It's a trap! Maybe if you're allowed to put Psychic Strike on both weapons, then it MIGHT be worth it.</p><p></p><p>With this in mind, we might want to give each melee class its niche in E6, then encourage that with the use of capstone/superlative (see below) feats.</p><p></p><p>Fighters deal good damage.</p><p></p><p>Barbarians are tough and have DR (I think a superlative feat with the prerequisite of that DR 1/- feat that increases any DR they have, including from armor or some other source, by 1 point would be good).</p><p></p><p>Rangers can track and move through the wilds easily, and they get an animal companion (superlative feat that buffs their animal companion, maybe?).</p><p></p><p>Paladins out-damage everyone when they can smite.</p><p></p><p>Monks should emphasize their mobility; a feat that gives them Pounce is a thought.</p><p></p><p>Psychic Warriors have psionic powers and make the best grapplers.</p><p></p><p>Soulknives have the alpha strike of doom: a charging bastard sword mindblade with Psychic Strike, Power Attack, Greater Psionic Weapon, and Deep Impact fueled by Psicrystal Containment is a good way to lead off combat (around 49 average damage depending on strength mod). Granted, any fighter can pick up Greater Psionic Weapon with an extra feat for Wild Talent, but they don't get some of the other perks like the Psychic Strike or Deep Impact on the same attack.</p><p></p><p><strong>[Superlative] Feats:</strong></p><p>Going along the idea of "feats with prerequisites of # of feats", I thought of a new descriptor. Basically, all [Superlative] feats would start with a prerequisite of at least 15 feats. They all have "Special: You may only have one [Superlative] feat for every 15 feats you have." So the idea is, even though eventually people will have tons of regular feats, they will still only have a few [Superlative] feats, and we can make [Superlative] feats a little better since there is a throttling mechanism for them.</p></blockquote><p></p>
[QUOTE="Zelc, post: 3779715, member: 40496"] Interesting, you're right. In fact, there are VERY FEW +1 weapon enhancements that can be crafted in E6. Should we reduce the CL/ML of +1 enhancements to 6? It just doesn't seem like fantasy if we can't craft a flaming sword :(. They should be rare, but not uber-rare like a +2 enhancement item. Someone already put up a list of the magical ones, let me add the psionic ones: Weapons: Sundering: ML 5, +1 cost Teleporting: ML 5, +1 cost Armor/Shields: Quickness: ML 4, +1 cost Landing: ML 4, 4000 gp Floating: ML 4, 4000 gp Linked: ML 6, 6000 gp Seeing: ML 5, 6000 gp Heartening: ML 4, 720 gp Ranged: ML 5, +1 cost There are some others that have a low ML, but all of them cost more than 10k gold. I'll do the Universal Items thing later. I redid the spreadsheet. The THF Fighter really cements its damage lead, and the TWF Ranger now is worse (although not by that much) even with a +2 favored enemy bonus. Monks become much worse; EVEN WITH FULL BAB PROGRESSION AND NO PENALTY FLURRY, they're expected to do anywhere from 8.5 (AC 15) to 2.1 (AC 28 and above) less damage per full attack than a THF fighter (-5.53 versus AC 22). That's with a +2 Kama; with fists, it'll be even worse. Oh yea, don't TWF with a Soulknife and expect to get much done. It's a trap! Maybe if you're allowed to put Psychic Strike on both weapons, then it MIGHT be worth it. With this in mind, we might want to give each melee class its niche in E6, then encourage that with the use of capstone/superlative (see below) feats. Fighters deal good damage. Barbarians are tough and have DR (I think a superlative feat with the prerequisite of that DR 1/- feat that increases any DR they have, including from armor or some other source, by 1 point would be good). Rangers can track and move through the wilds easily, and they get an animal companion (superlative feat that buffs their animal companion, maybe?). Paladins out-damage everyone when they can smite. Monks should emphasize their mobility; a feat that gives them Pounce is a thought. Psychic Warriors have psionic powers and make the best grapplers. Soulknives have the alpha strike of doom: a charging bastard sword mindblade with Psychic Strike, Power Attack, Greater Psionic Weapon, and Deep Impact fueled by Psicrystal Containment is a good way to lead off combat (around 49 average damage depending on strength mod). Granted, any fighter can pick up Greater Psionic Weapon with an extra feat for Wild Talent, but they don't get some of the other perks like the Psychic Strike or Deep Impact on the same attack. [b][Superlative] Feats:[/b] Going along the idea of "feats with prerequisites of # of feats", I thought of a new descriptor. Basically, all [Superlative] feats would start with a prerequisite of at least 15 feats. They all have "Special: You may only have one [Superlative] feat for every 15 feats you have." So the idea is, even though eventually people will have tons of regular feats, they will still only have a few [Superlative] feats, and we can make [Superlative] feats a little better since there is a throttling mechanism for them. [/QUOTE]
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