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E6: The Game Inside D&D
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<blockquote data-quote="Kunimatyu" data-source="post: 3793438" data-attributes="member: 22057"><p>Time for the next installment of my E6 Campaign Setting Design Diary:</p><p></p><p><strong>Character Classes in the World of Mord</strong></p><p></p><p>To me, part of the fun of E6 is using lots of the splatbook core classes, as the sheer number of feats and the lower-level sweet spot make a lot of them more viable choices. Because of this, I'm not restricting core classes at all - if a player wants to play a Spellthief, they can go nuts!</p><p></p><p>To emphasize the dark, pulp feel of the setting, I'm focusing on two non-core classes, the warlock and hexblade. Warlocks fit the setting very well, and with the addition of a feat that lets them take additional Lesser Invocations (provided they always have more Least ones), they can gain the flexibility they need to compete with E6 casters.</p><p></p><p>The Hexblade is a bit trickier, but thankfully, PHB2 and Dragon Magazine have expanded Hexblade options considerably. PHB2 offers an incorporeal companion that gives adjacent foes -2 to their saves, and Dragon offers a range of exciting new curse options. With the addition of a capstone feat that grants Hexblades the Greater Curse ability (normally acquired at 7th), and a substitution level that lets them pick up a Lesser Invocation instead of their first-level spells, the Hexblade is ready for the prime time.</p><p></p><p>Flavor-wise, I'm going to keep some of the Sorceror system flavor with the Hexblade companion, and make them warriors powered by the spirit of a demon -- the ghostly "companion" becomes the manifestation of it.The more I think about it, the more I want to give each class with the ability to call a familiar the ability to choose a "dark companion".</p><p></p><p>For those wondering what I'm babbling about here, in the original setting, magic-users gain their powers by calling upon "demons", which are the spirits of dead things: a lost language, a powerful leader, a fallen civilization, etc. Having most magic (with the exception of Atlantean "psience") linked to these demons would do a lot to restore the flavor of the setting. The trick is just finding alternate familiar-equivalent abilities that lend themselves to this sort of thing...</p></blockquote><p></p>
[QUOTE="Kunimatyu, post: 3793438, member: 22057"] Time for the next installment of my E6 Campaign Setting Design Diary: [B]Character Classes in the World of Mord[/B] To me, part of the fun of E6 is using lots of the splatbook core classes, as the sheer number of feats and the lower-level sweet spot make a lot of them more viable choices. Because of this, I'm not restricting core classes at all - if a player wants to play a Spellthief, they can go nuts! To emphasize the dark, pulp feel of the setting, I'm focusing on two non-core classes, the warlock and hexblade. Warlocks fit the setting very well, and with the addition of a feat that lets them take additional Lesser Invocations (provided they always have more Least ones), they can gain the flexibility they need to compete with E6 casters. The Hexblade is a bit trickier, but thankfully, PHB2 and Dragon Magazine have expanded Hexblade options considerably. PHB2 offers an incorporeal companion that gives adjacent foes -2 to their saves, and Dragon offers a range of exciting new curse options. With the addition of a capstone feat that grants Hexblades the Greater Curse ability (normally acquired at 7th), and a substitution level that lets them pick up a Lesser Invocation instead of their first-level spells, the Hexblade is ready for the prime time. Flavor-wise, I'm going to keep some of the Sorceror system flavor with the Hexblade companion, and make them warriors powered by the spirit of a demon -- the ghostly "companion" becomes the manifestation of it.The more I think about it, the more I want to give each class with the ability to call a familiar the ability to choose a "dark companion". For those wondering what I'm babbling about here, in the original setting, magic-users gain their powers by calling upon "demons", which are the spirits of dead things: a lost language, a powerful leader, a fallen civilization, etc. Having most magic (with the exception of Atlantean "psience") linked to these demons would do a lot to restore the flavor of the setting. The trick is just finding alternate familiar-equivalent abilities that lend themselves to this sort of thing... [/QUOTE]
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