Mulling simplified E6 class

Ry

Explorer
Class looks like this:

Character
Hit Dice: (5 hp / level)
Skills: All nonexclusive.
Proficiency: Light Armor & Simple Weapons
Skill points per level: 6+Int
Code:
Level  BAB    Fort  Reflex  Will   Armor Bonus    Abilities
  1     +1     +1    +1     +1      +1           Feat
  2     +2     +2    +2     +2      +2           Feat
  3     +3     +3    +3     +3      +3           Feat 
  4     +4     +4    +4     +4      +4           Feat
  5     +5     +5    +5     +5      +5           Feat
  6     +6     +6    +6     +6      +6           Feat
 
Last edited:

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Ryan Stoughton said:
Class looks like this:

Character
Hit Dice: (d0+5) hp / level
Skills: All nonexclusive.
Proficiency: Light Armor & Simple Weapons
Skill points per level: 6+Int
Code:
Level  BAB    Fort  Reflex  Will   Armor Bonus    Abilities
  1     +1     +1    +1     +1      +1           Feat
  2     +2     +2    +2     +2      +2           Feat
  3     +3     +3    +3     +3      +3           Feat 
  4     +4     +4    +4     +4      +4           Feat
  5     +5     +5    +5     +5      +5           Feat
  6     +6     +6    +6     +6      +6           Feat
Would be terribly confusing without the table.

Seriously, though: d0 + 5?

-- N
 

I think that may be too simple unless you have a truly enormous variety of feats with significant impacts. But then again, I'm willing to bet our tastes may run quite differently, so take my opinion with a grain or two.
 


Brazeku, I use a LOT of feats in my E6 game. I'd also be allowing feats to get "0" 0th level slots, 0 1st level slots, and so on up to 3rd level slots (requiring spell level /2). Also I'd allow feats for favored enemies, turn attempts, and so on. Anything that was a feat in the UA generic classes list would basically be up for grabs.
 



Merry Christmas Hrothgar!

I am thinking of it as an armor bonus because I don't want it to stack with anything. I dunno, I'm just thinking aloud here. I'm trying to think of what E6 would look like if D&D looked slightly different.

I mean, instead of having this crosseyed rebalanced set of underlying stats that basically amount to

Ability Modifier+Adjustment kind of based on Level+Modifiers

what if all the numbers (saves, attacks, skill rolls, defense rolls) were:

Ability Modifier+Level+Modifiers

?

I'm rattling the ideas around in my head... thinking about writing a stripped down d20 for use with E6 specifically.
 

Aust, for spellcasting I'm thinking about something where any spell you cast is

Relevant Stat + Level vs. enemy's save. (Remember I use players roll all the dice in my campaign so this would be Enemy's Save+12 vs. Stat + Level + 1d20)

I have a few different ideas about learning spells, the foremost of which is Feats Give You Spells You Know, some require Conviction (from Raising the Stakes, which is itself getting a second version soon), the rest you can use whenever you like as if they were a Warlock's Invocations.
 

Ah, as long as you have enough variety in feats, this seems quite interesting. The only thing is that the magic feats will probably be more valuable than many other feats around, especially for clerical magic.

One thing I might suggest, instead of having the same saves across the board, why not have two go up to +6, and the other up to +3, arranged to taste starting at first level? That would give different characters a notable variation in their resistances independent of stats.
 

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