Author Topic: E6 monster classes  (Read 2916 times)

Offline picklejuice

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E6 monster classes
« on: August 02, 2013, 08:51:49 PM »
E6 is sort of the "game within the game" of D&D. It cuts off advancement of players at level 6. After which you can still advance - every 5000 xp you gain a new feat. It keeps the characters in that "heroic" age and limits access to tone-breakng magics like the ability to raise the dead. It says a 6d6 fireball (which would arguably kill every single 1st level commoner it hits) is power enough.

To illustrate...

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But the main focus in this thread is to look at how to fit monster classes into an E6 campaign.

ECL and racial hit dice would normally forbid 99% of monster PCs from an E6 campaign, but I love this "start at first level" monster class homebrew.

I was encouraged to start this thread as it has not been brought up before. So. To start off with, in addition to the normal E6 feats available here ...

http://www.enworld.org/forum/showthread.php?202109-E6-The-Game-Inside-D-amp-D-%28with-PDFs!%29

Let's take the iconic Red Dragon and see what feats would be unavailable, and what new feats we can make to offer more advancement as a dragon...

http://www.minmaxboards.com/index.php?topic=269.0

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Notes:
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This being a much more feat-intensive campaign, I'd also take a look at all the monster feats generally available for use in constructing classes, so I'll post over on the feats thread too...

But specific to E6,

I think I'll round this initial "let's get the ball rolling" post with: Improved Natural Armor. With the level cap, no more HD means no more HD to advance natural armor as is the common tactic. I considered reintroducing Imp. Natural Armor as a monster feat one can use, but with BA possibly being capped too at +6 in general, I'm not so sure. Perhaps a cap of 4 Imp Nat Armor feats?

Sorry for whatever goofs I'm making, I might be an old hand at D&D, but I'm still a little clumsy when it comes to shared communities. I'd like to learn, so whatever errors I'm making I'd greatly appreciate it if you could IM me with suggestions.

Thank you.

Offline Raineh Daze

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Re: E6 monster classes
« Reply #1 on: August 02, 2013, 09:00:15 PM »
Natural Armour is actually tied to an ability score in this scenario. The things that are tied to HD--DR and SR--you don't want increasing like that.

Why forbid Growth entirely? I can still easily get to Huge in the 6-level limit, and then just spend the feats on other features. Anthropomorphic Animal is hilariously broken in this. My advice would be to make it require increasing investment. One feat, powerful build; two feats, size category. Then two feats to get the effects of powerful build, one more to get the size category, etc.

Offline picklejuice

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Re: E6 monster classes
« Reply #2 on: August 02, 2013, 09:21:08 PM »
Natural Armour is actually tied to an ability score in this scenario. The things that are tied to HD--DR and SR--you don't want increasing like that.

Why forbid Growth entirely? I can still easily get to Huge in the 6-level limit, and then just spend the feats on other features. Anthropomorphic Animal is hilariously broken in this. My advice would be to make it require increasing investment. One feat, powerful build; two feats, size category. Then two feats to get the effects of powerful build, one more to get the size category, etc.

No reason to forbid Growth.  I was unsure of how to handle it. I like your suggestion. Is there a list of "slight build/powerful build/monkey grip" size fiddling feats somewhere?

Offline Raineh Daze

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Re: E6 monster classes
« Reply #3 on: August 02, 2013, 09:27:46 PM »
No; Powerful Build is a racial trait in pretty much all cases. Nearest writeup of it is in the Giant classes, I think.

Offline bobthe6th

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Re: E6 monster classes
« Reply #4 on: September 19, 2013, 09:31:48 PM »
Giant... is the template I tend to use for growing humanoids with a long progression.
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