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E6: The Game Inside D&D
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<blockquote data-quote="Umbralfox" data-source="post: 5201775" data-attributes="member: 83273"><p>I'll hopefully be running my first real E6 campaign starting on Sunday, so I've been doing quite a bit of preparation for it, for the players; Trying to make a consolidated spreadsheet with every 3.5 WOTC feat I can lay my greedy little paws on (partly as a response to one of the player's complaining that e6 doesn't give enough 'growth' room) as well as doing the same for the first six levels of WOTC classes. Some of it is because I like to have all that available from the get go, part of it is due to the player wanting 'proof' that he isn't really losing anything (Except the higher level save or die effects, if he goes caster) from playing E6. So far, everyone in the group except him is excited, and I'm hoping he realizes how enjoyable I think the game can be, heh.</p><p></p><p>Here's where I'm hoping to get some advice, however.</p><p>I dislike the capstone feats that grant a new spell slot or spell known, instead preferring the option someone else suggested, where such a feat grants you more spell slots as if your caster attribute was 4 points higher; It seems to me to alternate 1 spell slot/2 spell slots gained per feat, with the slot progression coming along evenly, rather than simply stocking up on 3rd level spell slots; Each time you take the feat, you also pick up a new spell known from one of the bonus spell slots granted. In cases where you get two bonus spell slots, you pick which level of spell you add to your spells known list.</p><p></p><p>I also am thinking about implementing a new feat for casters, to work with reserve feats. Essentially, it'd be something like</p><p>"Reserve Expert"</p><p>You gain access to higher level reserve abilities.</p><p>Prerequisites: Character level 6, two reserve feats</p><p>Benefit: You count as being able to cast spells of the next highest spell level for the purposes of qualifying for reserve feats. Reserve feats requiring spells higher than a level you can cast instead require the appropriate type of spell filling a 3rd level spell slot. Save DC, as well as any damage or effects that depend upon the level of the spell powering the feat, are treated as if the spell were 3rd level. </p><p>Normal: Reserve feats normally require the ability to cast spells of a certain level, with a few of those feats requiring spell levels not available in E6. Reserve feats requiring such high-level spell slots also are unable to be used if the appropriate spell slot (or a higher spell slot) is not filled with the correct spell type.</p><p>Special: Summon Elemental summons a small elemental if a 3rd level summoning spell is available. You may take this feat multiple times; it's effects stack.</p><p></p><p>My question is, does anyone see a way to really 'break' this advantage, above and beyond what is available to other character types? I know, for example, that teleportation isn't that common... but dimensional jaunt (which would require this feat being taken twice, plus the actual feat itself) requires a standard action to use, and can be replicated (but better) with the conjurer specialist's alternate class feature, or a warlock's lesser invocation; the spell slot would be filled with a low level teleportation, like the benign switching spell from spell compendium, elevated to a higher level with a feat or some such effect. Perhaps the character would even research a 3rd level teleport-type spell effect, like a short range version of dimension door, or something. The other abilities... flight, minor form tweaks, the ability to summon elementals... can be brought about by various spell and invocation effects.</p></blockquote><p></p>
[QUOTE="Umbralfox, post: 5201775, member: 83273"] I'll hopefully be running my first real E6 campaign starting on Sunday, so I've been doing quite a bit of preparation for it, for the players; Trying to make a consolidated spreadsheet with every 3.5 WOTC feat I can lay my greedy little paws on (partly as a response to one of the player's complaining that e6 doesn't give enough 'growth' room) as well as doing the same for the first six levels of WOTC classes. Some of it is because I like to have all that available from the get go, part of it is due to the player wanting 'proof' that he isn't really losing anything (Except the higher level save or die effects, if he goes caster) from playing E6. So far, everyone in the group except him is excited, and I'm hoping he realizes how enjoyable I think the game can be, heh. Here's where I'm hoping to get some advice, however. I dislike the capstone feats that grant a new spell slot or spell known, instead preferring the option someone else suggested, where such a feat grants you more spell slots as if your caster attribute was 4 points higher; It seems to me to alternate 1 spell slot/2 spell slots gained per feat, with the slot progression coming along evenly, rather than simply stocking up on 3rd level spell slots; Each time you take the feat, you also pick up a new spell known from one of the bonus spell slots granted. In cases where you get two bonus spell slots, you pick which level of spell you add to your spells known list. I also am thinking about implementing a new feat for casters, to work with reserve feats. Essentially, it'd be something like "Reserve Expert" You gain access to higher level reserve abilities. Prerequisites: Character level 6, two reserve feats Benefit: You count as being able to cast spells of the next highest spell level for the purposes of qualifying for reserve feats. Reserve feats requiring spells higher than a level you can cast instead require the appropriate type of spell filling a 3rd level spell slot. Save DC, as well as any damage or effects that depend upon the level of the spell powering the feat, are treated as if the spell were 3rd level. Normal: Reserve feats normally require the ability to cast spells of a certain level, with a few of those feats requiring spell levels not available in E6. Reserve feats requiring such high-level spell slots also are unable to be used if the appropriate spell slot (or a higher spell slot) is not filled with the correct spell type. Special: Summon Elemental summons a small elemental if a 3rd level summoning spell is available. You may take this feat multiple times; it's effects stack. My question is, does anyone see a way to really 'break' this advantage, above and beyond what is available to other character types? I know, for example, that teleportation isn't that common... but dimensional jaunt (which would require this feat being taken twice, plus the actual feat itself) requires a standard action to use, and can be replicated (but better) with the conjurer specialist's alternate class feature, or a warlock's lesser invocation; the spell slot would be filled with a low level teleportation, like the benign switching spell from spell compendium, elevated to a higher level with a feat or some such effect. Perhaps the character would even research a 3rd level teleport-type spell effect, like a short range version of dimension door, or something. The other abilities... flight, minor form tweaks, the ability to summon elementals... can be brought about by various spell and invocation effects. [/QUOTE]
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