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E6: The Game Inside D&D
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<blockquote data-quote="Werebat" data-source="post: 4460442" data-attributes="member: 40158"><p>I agree that my rules make characters that are more powerful than standard E6 (and closer to E8). Allowing players to essentially "gestalt" via feats means that they'll be probably closer to level 8 equivalent after those first 5 feats are gained. It's worth mentioning that the list of accepted 4th level spells available for capstone feats are hand-picked by the DM (me) with an eye towards cutting out any effects that can only be overcome via magic (so no Otiluke's Resilient Sphere, for example).</p><p></p><p>I also agree about Conviction Points contributing the the Nova effect for spellcasters. Another idea I had had was of ruling that the standard action buyable with 3 CP could not be used to cast spells. Would have to run the math on that one.</p><p></p><p>I've also realized that a lot of the "nova" stuff I'm seeing involved one spell -- Scorching Ray. That spell may need a little tinkering to reign it in.</p><p></p><p>The way I see it the main contributing factors are:</p><p></p><p>1. High caster levels attainable via feats and other means such as Domain Wizard</p><p>2. 3 (or more?) spells per round can be cast thanks to Conviction and Swift Quicken</p><p>3. Stacking metamagic effects to produce 9th-equivalent level spells</p><p></p><p>Limiting to one metamagic effect per spell takes care of #3. The question of whether I would need to go further depends on how possible nova power stacks up compared to that of other classes.</p><p></p><p>It's worth mentioning that my original examples did not include the possibility of a rogue/wizard "gestalt" going for 3d6 sneak attacks (via Blink) on every scorching ray. That kicks damage into the stratosphere.</p><p></p><p> - Ron ^*^</p></blockquote><p></p>
[QUOTE="Werebat, post: 4460442, member: 40158"] I agree that my rules make characters that are more powerful than standard E6 (and closer to E8). Allowing players to essentially "gestalt" via feats means that they'll be probably closer to level 8 equivalent after those first 5 feats are gained. It's worth mentioning that the list of accepted 4th level spells available for capstone feats are hand-picked by the DM (me) with an eye towards cutting out any effects that can only be overcome via magic (so no Otiluke's Resilient Sphere, for example). I also agree about Conviction Points contributing the the Nova effect for spellcasters. Another idea I had had was of ruling that the standard action buyable with 3 CP could not be used to cast spells. Would have to run the math on that one. I've also realized that a lot of the "nova" stuff I'm seeing involved one spell -- Scorching Ray. That spell may need a little tinkering to reign it in. The way I see it the main contributing factors are: 1. High caster levels attainable via feats and other means such as Domain Wizard 2. 3 (or more?) spells per round can be cast thanks to Conviction and Swift Quicken 3. Stacking metamagic effects to produce 9th-equivalent level spells Limiting to one metamagic effect per spell takes care of #3. The question of whether I would need to go further depends on how possible nova power stacks up compared to that of other classes. It's worth mentioning that my original examples did not include the possibility of a rogue/wizard "gestalt" going for 3d6 sneak attacks (via Blink) on every scorching ray. That kicks damage into the stratosphere. - Ron ^*^ [/QUOTE]
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