E6 and Eberron [Archive] - Wizards Community

Post/Author/DateTimePost
TwoSix26

07-11-07, 09:16 AM
http://www.enworld.org/showthread.php?t=200754

E6 is a modification to standard D&D, where all the characters only advance to 6th level, and then just gain feats every 5000 XP after that. I have to say, I love the concept, and it fits my idea of Eberron very well. I've always viewed Eberron as being a low powered magic setting that somehow had to accommodate the superpowered nature of high-level D&D. A couple of things I really like about the idea.

1) Makes Dragonmarks really important. I love the Dragonmark concept, but they always seemed ancillary when the main spellcasters can do the exact same effects. With E6, no spellcaster can match the power of a Greater Dragonmark.

2) Helps keeps the noir tone without sacrificing character advancement. The characters can still gain power and influence without ever becoming invulnerable to the threats average people pose. I think character vulnerability is extremely important to running a good noir adventure.

Anyway, I know I'll have to make a couple rules adjustments to E6...I want characters to have access to Greater Dragonmarks, which I believe requires higher than 6th level, so I'll have to adjust the requirements. I also don't want artificers crafting 4th level scrolls or potions or wands, so I'll make a house rule that they can't emulate those spells, although they could use a Dragonmark or some other source to make an item like that.

Anyway, thoughts?
Symar

07-11-07, 09:48 AM
Wow, very interesting. Yeah, that could totally fit in with Eberron's feel.
For the Greater Dragonmarks, you could have a requirement of so many extra feats before taking it.
Identitystolen

07-11-07, 09:56 AM
Eh, you're pretty much :censored: if you go against anything like a giant, Quori, or as a worse case scenario, Vol herself. Yes, while Eberron as a whole is low level, the PCs are suppose to go and aspire to be the super level heroes. This way the you can go on a defeat threats like the Quori, Vol, the Daelkyr, and anything else you care to think up.
Also, I don't like the spell cap on casters. While Khorvaire might not have many high level spells they do exist as evidenced by the Giant ruins in Xen'Drik. Yes I suppose this puts a bit more value into dragonmarks, but I don't like how it caps casters as a whole.
But if you're going to stick with noir and/or detective type adventure in Sharn or a similar local I could see the value in such a system.
TwoSix26

07-11-07, 10:44 AM
Eh, you're pretty much :censored: if you go against anything like a giant, Quori, or as a worse case scenario, Vol herself. Yes, while Eberron as a whole is low level, the PCs are suppose to go and aspire to be the super level heroes. This way the you can go on a defeat threats like the Quori, Vol, the Daelkyr, and anything else you care to think up.
Also, I don't like the spell cap on casters. While Khorvaire might not have many high level spells they do exist as evidenced by the Giant ruins in Xen'Drik. Yes I suppose this puts a bit more value into dragonmarks, but I don't like how it caps casters as a whole.
But if you're going to stick with noir and/or detective type adventure in Sharn or a similar local I could see the value in such a system.

True, but if I do run E6-Eberron, Vol won't be 16th level. She'll be a half-dragon lich, with 6 levels of wizard. She'll also have millennia of planning, magic items, tons of feats to make her magic stronger, and hordes of slavish followers. Still more than worthy as an end-of-campaign villian.

In an E6 game, the heroes don't aspire to be super-level heroes, because those kind of abilities simply aren't achievable. It's a paradigm shift from standard D&D, which is why I like it. That's why I like the spell cap. Sure, powerful spells might exist on Xen'drik, the legacy of the ancient giants. And you might be able to cast them too, by solving the puzzles in the ancient ruins to activate the artifact that casts it, thus stopping the ancient Quori lord from rising again. But, powerful magic is the basis of plot, an adjunct to the setting; not something the PCs can automatically use.
TiwazTyrsfist

07-11-07, 10:56 AM
Eh, you're pretty much :censored: if you go against anything like a giant, Quori, or as a worse case scenario, Vol herself. Yes, while Eberron as a whole is low level, the PCs are suppose to go and aspire to be the super level heroes. This way the you can go on a defeat threats like the Quori, Vol, the Daelkyr, and anything else you care to think up.
Also, I don't like the spell cap on casters. While Khorvaire might not have many high level spells they do exist as evidenced by the Giant ruins in Xen'Drik. Yes I suppose this puts a bit more value into dragonmarks, but I don't like how it caps casters as a whole.
But if you're going to stick with noir and/or detective type adventure in Sharn or a similar local I could see the value in such a system.

I'd say worst case scenario is going against the Daelkyr, not Vol.

Vol will kill you, then animate your corpses to serve her.

The Daelkyr will :censored: your :censored: with a :censored: then :censored: your :censored::censored: with a :censored::censored::censored: and toothpaste to :censored::censored: bus ticket :censored::censored: episcopalian :censored::censored: then :censored::censored::censored::censored: with a flaming broadsword. Then heal you and do it all again. Then do it to the whole world.

Sooo, avoid anything that involves the Daelkyr if you're using the E6 variant.
Symar

07-11-07, 11:06 AM
Sooo, avoid anything that involves the Daelkyr if you're using the E6 variant.

Not if the Daelkyr are at most level 12.
TwoSix26

07-11-07, 11:09 AM
The Daelkyr will :censored: your :censored: with a :censored: then :censored: your :censored::censored: with a :censored::censored::censored: and toothpaste to :censored::censored: bus ticket :censored::censored: episcopalian :censored::censored: then :censored::censored::censored::censored: with a flaming broadsword. Then heal you and do it all again. Then do it to the whole world.


That's an excellent point. :D
TwoSix26

07-11-07, 11:10 AM
Not if the Daelkyr are at most level 12.

Exactly. You can be a flesh-twisting monstrosity without being 20th level. It just takes some judicious house-ruling.
Kensan_Oni

07-11-07, 11:20 AM
I think it's a neat idea if you are looking for a nice static level baseline to a game. That said, it means that you end up toning down a lot of the power curve, and leave a huge amount of magic items that are normal in Eberron up in the air. (Flying Ships? Permenant magical effects? Lichehood and the Undying Court? so on and so on).

While it is very possible to run a game where these issues don't ever really turn up, part of me wonders exactly how much you would need to change or ignore to run a game like this.

That said, while I probably wouldn't play such a game (I'm very comfortable up to 12th level... and then it starts to get weird on me, although less so with time), I don't see it as a bad concept overall. I hope you have a chance to have fun with it.
TwoSix26

07-11-07, 11:41 AM
I think it's a neat idea if you are looking for a nice static level baseline to a game. That said, it means that you end up toning down a lot of the power curve, and leave a huge amount of magic items that are normal in Eberron up in the air. (Flying Ships? Permenant magical effects? Lichehood and the Undying Court? so on and so on).

While it is very possible to run a game where these issues don't ever really turn up, part of me wonders exactly how much you would need to change or ignore to run a game like this.

Well, if I do it end up running it, I'd leave most of the magical effects in place. Creating powerful items is simply a factor of time, place, expense, and plot, rather than the power of an individual. Industry is the true magic, rather than a singular hero's power. I think it's very fitting for the tone of Eberron.
TiwazTyrsfist

07-11-07, 11:52 AM
Well, if I do it end up running it, I'd leave most of the magical effects in place. Creating powerful items is simply a factor of time, place, expense, and plot, rather than the power of an individual. Industry is the true magic, rather than a singular hero's power. I think it's very fitting for the tone of Eberron.

Yeah, I went to the link to the main page on E6.

I do like the concept of using the ritual magic system from UA (or was it PHB2?) for high level item creation and the like.

It would certainly make sense to have things like the elemental bindings to be the result of a power ritual, involving a single 6th level wizard or artificer, and like 30 magewrights.

Also, this would keep the PCs from making their own airship.
Identitystolen

07-11-07, 12:16 PM
I'd say worst case scenario is going against the Daelkyr, not Vol.

Vol will kill you, then animate your corpses to serve her.

The Daelkyr will :censored: your :censored: with a :censored: then :censored: your :censored::censored: with a :censored::censored::censored: and toothpaste to :censored::censored: bus ticket :censored::censored: episcopalian :censored::censored: then :censored::censored::censored::censored: with a flaming broadsword. Then heal you and do it all again. Then do it to the whole world.

Sooo, avoid anything that involves the Daelkyr if you're using the E6 variant.

Which is why I put as a worst case scenario, not the worst case scenario. All depends on the campaign direction.

And excellent depiction of the Daelkyr! :D
TwoSix26

07-11-07, 12:24 PM
Yeah, I went to the link to the main page on E6.

I do like the concept of using the ritual magic system from UA (or was it PHB2?) for high level item creation and the like.

It would certainly make sense to have things like the elemental bindings to be the result of a power ritual, involving a single 6th level wizard or artificer, and like 30 magewrights.

Also, this would keep the PCs from making their own airship.

It's from UA, and yea, I'm definitely using that. And your airship idea is exactly the way I want to do it.
Lord_Tirian

07-12-07, 11:22 AM
It would certainly make sense to have things like the elemental bindings to be the result of a power ritual, involving a single 6th level wizard or artificer, and like 30 magewrights.
Add in the Eldritch Machines, this E6 really emphasizes only with huge resources (i.e. Cannith and cooperation of Lyrandar/Orien) one can create such massive and powerful things like lightning rails or airships.

I like that system very much, though I prefer the E8 version (i.e. up to 8th level) - it gives more room for some signature abilities/spells.

The only important thing the DM has to know is: The "best" level is different. Now a CR20 creature is probably Rajah-powered, while CR 10-12 creature has "Daelkyr-power".
Zunishahd

07-12-07, 12:39 PM
This (http://www.thealexandrian.net/creations/misc/d&d-calibrating.html) is a good essay about levels and "uberness." Check out the heading about Aragorn.

I rather like my campaigns to reach the double digit levels, and at least once, everyone who enjoys playng a wizard should get a chance to cast wish. But I can see how E6 would appealing, especially in Eberron.

Maybe someday...
TwoSix26

07-12-07, 01:20 PM
This (http://www.thealexandrian.net/creations/misc/d&d-calibrating.html) is a good essay about levels and "uberness." Check out the heading about Aragorn.

I rather like my campaigns to reach the double digit levels, and at least once, everyone who enjoys playng a wizard should get a chance to cast wish. But I can see how E6 would appealing, especially in Eberron.

Maybe someday...

I think that article is linked somewhere in the E6 thread on ENWorld. It's an excellent article, it really helped me wrap my head around the whole concept of E6. Basically, it's saying that most people assume that the most powerful characters in a setting are 20, because that's what the highest level in D&D is. But, it's a much better to determine how skilled the most powerful characters actually are, and then determine what level that skill set matches. Thus, the example that Aragorn is only 5th level.
Talok

07-12-07, 02:38 PM
E6 would be a refreshing change from running high level campaigns. In my groups, most campaigns disintegrate around 12th level. The main problem I have as a DM is that I have to run pre-published adventures due to time contraints. I certainly couldn't put 6th level characters with 50 extra feats against Kyuss or Demogorgon (just using Paizo adventure paths as an example) and expect anything less than a TPK in 1round, which would be very anti-climatic and unsatisying to the players. That means you have to rework every encounter that's above CR 11 or so which takes too much time to be feasible for me. Replacing them with lower CR antagonists would be easier, but it still takes a lot of time to scour monster manuals and Dungeon magazines to find proper replacements. There's also the fact that the players have bought lots of splatbooks with material that they can never use. E6 eliminates about half of the prestige classes and maybe 1/3 of the feats, and who knows how many spells and magic items. I guess E8 would be more accomodating to prestige class happy players. That's just my two cents. I would love to play in an E6 game, but I'd hate to try to run say the entire Age of Worms campaign with E6 characters.
TwoSix26

07-12-07, 03:00 PM
E6 would be a refreshing change from running high level campaigns. In my groups, most campaigns disintegrate around 12th level. The main problem I have as a DM is that I have to run pre-published adventures due to time contraints. I certainly couldn't put 6th level characters with 50 extra feats against Kyuss or Demogorgon (just using Paizo adventure paths as an example) and expect anything less than a TPK in 1round, which would be very anti-climatic and unsatisying to the players. That means you have to rework every encounter that's above CR 11 or so which takes too much time to be feasible for me. Replacing them with lower CR antagonists would be easier, but it still takes a lot of time to scour monster manuals and Dungeon magazines to find proper replacements. There's also the fact that the players have bought lots of splatbooks with material that they can never use. E6 eliminates about half of the prestige classes and maybe 1/3 of the feats, and who knows how many spells and magic items. I guess E8 would be more accomodating to prestige class happy players. That's just my two cents. I would love to play in an E6 game, but I'd hate to try to run say the entire Age of Worms campaign with E6 characters.

That's definitely true...most published adventures would be very difficult to run without extensive modification.
Lord_Tirian

07-12-07, 03:12 PM
That's definitely true...most published adventures would be very difficult to run without extensive modification.
On the other hand... the MMs (hey, we have five now) are cramped with monsters. How many do you actually use? Many never-used monsters can be slightly re-flavoured and then used for various ends, even the ones you usually never touch, because you just have too many of them. Add the monster series (Draconomicon, Libris Mortis, Lords of Madness, Fiendish Codices), and you have more then enough monsters.

For NPCs: These buggers are easy. Just re-use low level NPCs. Besides, you can stat up a 1st, a 3rd, a 5th, and a 6th-level character (perhaps for each class) and then make a list of "preferred feats", choosing easy ones, allowing you to add them on the fly. NPC creation is only hard on higher levels, once you get more items and buffs than you have fingers.
TwoSix26

07-12-07, 04:37 PM
So, I'm thinking of changing the requirements for Greater Dragonmarks. Currently, you need 12 ranks in two skills, which doesn't really work for E6. I'm thinking of adding Dragonmark Mastery (a feat from Dragonmarked) as a requirement. Any other good possibilities for changing it?
Talok

07-13-07, 12:33 PM
I'll probably be playing in a homebrew campaign later this year, and there's a good chance it will be E6. I'm pretty excited about it. If it was completely up to me, I'd make the current campaign I'm running E6, and use lower CR opponents. I would really love to play Eyes of the Lich Queen or Red Hand of Doom as E6 campaings to thoroughly playetest it.
Soltares

07-13-07, 12:47 PM
So, I'm thinking of changing the requirements for Greater Dragonmarks. Currently, you need 12 ranks in two skills, which doesn't really work for E6. I'm thinking of adding Dragonmark Mastery (a feat from Dragonmarked) as a requirement. Any other good possibilities for changing it?

Have Lesser Dragonmarks require 3rd character level and the Lest Dragonmark as prereqs, and Greater Dragonmarks require 6th character level and the Lesser Dragonmark. This puts the Greater Dragonmarked individual at the absolute pinnacle of the E6 system. Nobody will have a Lesser Dragonmark before 3rd level, and nobody will have a Greater Dragonmark before 6th level.

A Siberys Mark could be the E6 version of an 'Epic' feat, only available to someone who has surpassed 6th level and is gaining bonus feats (and doesn't already have a Dragonmark of some sort).
Purple Yin

07-13-07, 06:50 PM
I find the E6 system interesting, but im not sure how, or if, you progress skill points with it.

Do you not gain anymore with the level cap? or are they like the feats?
TwoSix26

07-13-07, 10:35 PM
I find the E6 system interesting, but im not sure how, or if, you progress skill points with it.

Do you not gain anymore with the level cap? or are they like the feats?

The best way to progress skill points is to take the Open Minded feat, which gives you 5 skill points. It's in the XPH and in Complete Adventurer, I think.
Talok

07-13-07, 11:11 PM
I think the idea is if you want higher skill bonuses you use feats to get them. You can take openminded for more skill points. There are the feats like stealthy that give you + 2 to two skills, and skill focus. There are also synergy bonuses and magic items that give you bonuses as well. There are even feats in Cityscape that let you break you max ranks cap by one. If you want ot spend enough feats doing it, you can have very high skill bonuses with only six levels.
Ath'kethin

07-14-07, 12:05 PM
So, I'm thinking of changing the requirements for Greater Dragonmarks. Currently, you need 12 ranks in two skills, which doesn't really work for E6. I'm thinking of adding Dragonmark Mastery (a feat from Dragonmarked) as a requirement. Any other good possibilities for changing it?

One idea I thought of is having a required amount of experience to meet the qualifications. For example, to have 12 ranks in a skill you would normally need to be 9th level. So instead of the skill ranks, require 36,000 accumulated experience points - it keeps the rarity of the accomplishment without requiring characters to blow feats just to meet more prerequisites for more feats.
TwoSix26

07-17-07, 08:45 AM
One idea I thought of is having a required amount of experience to meet the qualifications. For example, to have 12 ranks in a skill you would normally need to be 9th level. So instead of the skill ranks, require 36,000 accumulated experience points - it keeps the rarity of the accomplishment without requiring characters to blow feats just to meet more prerequisites for more feats.

That's a really great idea. Thanks!
SilvercatMoonpaw

07-17-07, 09:05 AM
Does anyone know how wealth-by-level works in E6? Does it just stop at 6th level?
Talok

07-17-07, 02:52 PM
From my understanding of E6, there isn't so much a hard cap on wealth in E6, but magic items more powerful than those that can be created by a 6th level character are extremely rare or non-existant. I think some had suggested adding the +2 stat boosters even though (I think) they are beyond the ability of 6th level characters to make. Basically, items more powerful than this can't be made by mortals, so they are more like plot points than standard treasure. The way I look at it, eventually the PC's would get lots of lower level magic items, and they may occasionally aquire something more powerful from a BBEG (who had it gifted to them by evil an deity, demon lord, etc) or were gifted to the PC by powerful forces of good.
TwoSix26

07-17-07, 04:59 PM
Does anyone know how wealth-by-level works in E6? Does it just stop at 6th level?

There's no hard and fast rule. In general, giving away items that couldn't be made by a 6th level caster should be rare. But it depends on how you want to run your game.
At 6th level, if you don't want too much magical treasure, you won't be hampering your characters as much by limiting the magic as you would at 12th level, where you need a decent amount of magic to stand a chance.
On the other hand, if you give out a lot of magic, it will just increase the CR the characters can face.
Lord_Tirian

07-18-07, 06:50 AM
Basically, items more powerful than this can't be made by mortals, so they are more like plot points than standard treasure. The way I look at it, eventually the PC's would get lots of lower level magic items, and they may occasionally aquire something more powerful from a BBEG (who had it gifted to them by evil an deity, demon lord, etc) or were gifted to the PC by powerful forces of good.
Yup. At 6th level, most of your items are not very powerful, and most items are limited-use items. So, under E6, you can accumulate money, but cannot buy anything that much more powerful, than the stuff you already possess at this point. Instead, you can buy more potions, wands, and trinkets:

You don't get more powerful, but you get more flexibility and endurance, but not power per se (of course, if you can utilize flexibility and endurance, you ARE somewhat more capable of lasting in attrition wars or creative challenges).
Talok

07-21-07, 12:49 PM
Yes, the beauty of E6 is that you continue to advance, but don't rapidly rise in power until you can rival a demigod. You gain much more versatility than raw power. Plus, if you think about it, you can never get all of the feats you want in standard D&D. Even a human fighter 18/psychic warrior 2, could easily come up with 30 + feats they want but can only get 20 before epic levels. In E6 you can eventually get almost all of the feats you want. That is an extremely awesome benefit. You can get all of the "useful" feats you want plus some quirky, flavorful ones you would pass over in regualr D&D.
TwoSix26

07-23-07, 09:03 AM
Yeah, there's a lot of really cool, fun feats you can find in splatbooks. But I would never put then in a build because you just don't get enough feats normally. The Luck feats from Complete Scoundrel, the reserve feats from Complete Mage, A lot of the Dragonmark feats from Dragonmarked....you can make a really cool character that way.
ShadowcatX

07-23-07, 10:13 AM
I'm not a fan of the idea. It cripples wizards who don't really come into their own until 7-9. I mean, as a 6th level caster, there's only really so many feats you really want, after a bit it's going to be like "Yay! I get weapon focus: staff. . .again" after all, with only 3rd level spells available any metamagic feat that adds 2 levels or more is pretty much worthless, any item creation feats pretty much suck since you're going to have to recruit tons of people to help you which will probably make crafting the magic item more expensive than actually just buying it.

Anything that knows how to (only) swing a sword will be exceptionally powerful, vast numbers of feats, having a second attack (when no one else does) and not having to worry about any decent spells. Druid might be an exception, it'll probably be able to keep up, and cleric might (depending on how you allow access to spells).

Another complaint I have is that it kills so many character concepts, gish is 100% undoable at 6th level (in a decent build at least).
TwoSix26

07-23-07, 10:31 AM
I'm not a fan of the idea. It cripples wizards who don't really come into their own until 7-9. I mean, as a 6th level caster, there's only really so many feats you really want, after a bit it's going to be like "Yay! I get weapon focus: staff. . .again" after all, with only 3rd level spells available any metamagic feat that adds 2 levels or more is pretty much worthless, any item creation feats pretty much suck since you're going to have to recruit tons of people to help you which will probably make crafting the magic item more expensive than actually just buying it.

I think that's a matter of perspective. I've always personally viewed the wizard as catching up on the power curve at 5th level, when they get access to their iconic area-of-effect spells. Reserve feats do an excellent job at giving the wizard a bit more staying power, their real weakness at that level.
Also, how could buying an item be cheaper than crafting it? Anyone who could craft it would have to pay the same amount, and certainly wouldn't sell it for a net loss.


Anything that knows how to (only) swing a sword will be exceptionally powerful, vast numbers of feats, having a second attack (when no one else does) and not having to worry about any decent spells. Druid might be an exception, it'll probably be able to keep up, and cleric might (depending on how you allow access to spells).

When you say anyone who swings a sword will be exceptionally powerful, do you mean compared to casters? They'll certainly have their benefits, but the caster is still the one who can blow up 10 orcs at once, or fly up to the top of the cliff, or dispel the magical trap.



Another complaint I have is that it kills so many character concepts, gish is 100% undoable at 6th level (in a decent build at least).

Many MECHANICAL concepts are undoable, yes. You obviously can't make a good Sublime Chord build at 6th level. But a gish is certainly doable...Duskblade? Heck, if you use the lean upward approach to feats mentioned in the post I linked, you could do a Fighter 2/Wizard 4, then boost spell-casting with feats. It's certainly not a CO level gish, but that isn't really the point of E6.
ShadowcatX

07-23-07, 05:17 PM
I think that's a matter of perspective. I've always personally viewed the wizard as catching up on the power curve at 5th level, when they get access to their iconic area-of-effect spells. Reserve feats do an excellent job at giving the wizard a bit more staying power, their real weakness at that level.
Also, how could buying an item be cheaper than crafting it? Anyone who could craft it would have to pay the same amount, and certainly wouldn't sell it for a net loss.


Normally crafting a magic item costs: Xgp + Yxp where gp is 1/2 base value.
E6 is going to make it cost Xgp + Yxp +Agp where A is the cost of hiring the people you need for the ritual, and paying them for whatever experience point cost they have to pay, X remains 1/2 the base cost. I'd much rather pay 2X than X+A +Yxp.

BTW, people don't only sell items they made, they also sell ancient items that people have found and not needed (like a 20th level fighter who finds a +1 sword he doesn't want).

When you say anyone who swings a sword will be exceptionally powerful, do you mean compared to casters? They'll certainly have their benefits, but the caster is still the one who can blow up 10 orcs at once, or fly up to the top of the cliff, or dispel the magical trap.

They will have 2 attacks (where as no one else will), they have as many feats as they could want which benefits them (far) more than it does (low level) casters, and they don't have to worry about high level spells that beat them before they can do anything. An important note, a wizard at 6th level can't do anything special (other than maybe web) that can't be done equally well with a potion.

Dispelling the magical trap. . .the magical trap that can do, at most, 6d6 points of damage which might singe the figher slightly?

However, that said, a divine metamagic cleric with the extra turning feats would be exceptionally powerful, and of course the druid, but wizard and psion are s.o.l.

Many MECHANICAL concepts are undoable, yes. You obviously can't make a good Sublime Chord build at 6th level. But a gish is certainly doable...Duskblade? Heck, if you use the lean upward approach to feats mentioned in the post I linked, you could do a Fighter 2/Wizard 4, then boost spell-casting with feats. It's certainly not a CO level gish, but that isn't really the point of E6.

A fighter 2 / wiz 4 against a fighter 6 is dead. He's got 1 more stat to worry about, only 1 attack, significantly less hp and no ability to nova or ensure he wins initiative. He also has no way to escape from combat that the fighter 6 can't do equally well. His only hope would be will save or loose, which he could do just as well at 1st level. But regardless, fighter 6 isn't optimal either, a better fighter build would be barb 2 / fighter 4.

That said, I will grant you that pretty much any concept is doable to an extent, but most of them significantly behind in terms of power until about 10th level.

High levels is where caster shine, magic scales exponentially.
Talok

07-23-07, 08:13 PM
That's the point of E6. After 6th level the martial characters become less and less necessary. Half the time, the casters nuke something before the fighter can even get to it. It's 4th level spells such as dimension door, evard's black tentacles, and the wall spells that really start to change the way the game is played. At 6th level, every base class is about as balanced against each other as they are ever going to get. Hence, the 6 level cap. Sure, playing an effective arcanist in E6 might take more work than playing a fighter, but it can be done. There are lost of E6 specific feats being suggested to give casters a boost. Take some of those and you are good.
TwoSix26

07-24-07, 08:56 AM
Normally crafting a magic item costs: Xgp + Yxp where gp is 1/2 base value.
E6 is going to make it cost Xgp + Yxp +Agp where A is the cost of hiring the people you need for the ritual, and paying them for whatever experience point cost they have to pay, X remains 1/2 the base cost. I'd much rather pay 2X than X+A +Yxp.


If the cost to create a magic item is Xgp + Yxp + Agp, no one is going to sell it to you for 2X...they're going to sell it for 2(X+A).