Preparing for a low-magic gritty Epic 6 campaign. [Archive] - Wizards Community

Post/Author/DateTimePost
Green_eyes

02-14-08, 08:02 AM
If you are not familiar with the E6 rules you can find them here:
http://www.enworld.org/showthread.php?t=206323&page=1&pp=40

I want to make a low-magic, dark-fantasy game. My first idea was to remove some magic classes, or use some slternative magic system. Like vestiges or truenaming.

What I seek is an advice, on what classes to remove and/or what classes to include.

UPD: Probably taint mehanic would also be a nice addition.
Naderion

02-14-08, 08:49 AM
I think the wizard is the class most unfit for such capiagns, IF you insist on removing any. Even on 6th level a wizard will likely have only 3 spells of 3rd level and 4 spells of 2nd level, which I think is not too much if you keep the characters occupied and not allow them to rest after every second encounter. Limiting their spell list would likely have a greater impact. For example magic missile or fireball could not be avialable as 1st and 3rd level spells respectively so spells charm person, invisibility, and spider climb get a more prominent role.

The sorcerer is a more primal type of arcane spellcaster but does have eben more spells per day, so I'd say this could be a likely candidate too.

Bards on the other hand seem to be a very good choice to keep to me. They don't have much spells and those are of limited offensive potential, also I think bards can have a more mysterious feel to them than for example wizards do.

Druids are nice fluff-wise, but I think make quite powerfull spellcasters even early in the game.

And I think clerics really don't fit in well. They are both strong combatants and strong spellcasters and their spells augment their fighting prowres. I made a priest class which is essentially a wizard with a modifies cleric spell list and domains.