I am currently planning out a E6 Game that will be set in a Underdark setting.
I am using the following rules:
E6 w/ Conviction
Gestalt
Recharge Magic (Treat character as if they can cast spells 1 higher then their actually highest possible)
Incantations
Max HP
Point Buy per E6
Psionics
Psion/Wilder Power Point pool = 1.0 * Manifester Level
All other classes Power Point pool = 0.75 * Manifester Level
Power Points from Ability Score = 0.5 * Ability Modifier
Racial Power Points = 0.5 * Racial PP description (minimum 1)
Feat Power Points = 0.5 * Feat PP description Add Fractionals
Power Recharge
Powers that have a specific recharge time spell counterpart, also incur a specific recharge time. Powers that have a general recharge time spell counterpart do not incur a recharge time. Does not resolve power recharge for powers that do not have a spell counterpart. Retains feel of Psionics PP management, while also incurring the random nature of general recharge time.
ML 1: 1d4-3* PP/round
ML 2: 1d3-2* PP/round
ML 3: 1d2-1* PP/round
ML 4: 1d2 PP/round
ML 5: 1d3 PP/round
ML 6: 1d3+1 PP/round
* minimum 0
Spell-like Abilities
Spell-like abilities recharge independently.
The recharge time is based on the sorcerer recharge magic table. Count the highest level SLA as the highest level spell.
At-Will SLAs are not affected by recharge unless they have a specific recharge time spell counterpart or have a long duration.
Feats with # per day abilities can be used once per encounter, such as Heroic Surge
Feat Ban List: Persist Spell, Persist Power, Maximize Spell, Maximize Power, Sudden Maximize, Maximize Spell-Like Ability, Heroic Surge, Devoted Tracker, Assume Supernatural Ability
Reserves of Strength does not break the Caster Level 10 limit, but can break the cap on 5dX spells, subjecting oneself to the chance of being stunned for each CL it breaks the cap by.
Arcane Preparation causes the prepared spell to trigger the longer general cooldown time, as per the prepared spell caster table.
Versatile Spellcaster triggers a double length cooldown on the spell level of the two slots consumed. Roll twice for general recharge and add the results. Must still possess two spell slots.
Extra Rage/Smite/Music/Turning/etc add only 1 additional use per encounter.
General Rules
Lesser Planetouched Races should be banned in favor of full Outsider races, due to the nature of E6's point buy & level adjustment system.
Classes with # per day abilities based on spells have 1 use and recharge based on the spell recharge rule.
Classes with # per day combat abilities can use them # per encounter. For example, Paladin 5 would be able to smite 2 times per encounter.
Turn/Rebuke Undead attempts refresh after each encounter. Turning attempts used by Divine Metamagic with specific recharge time spells refresh when the spell recharges. ex. A Chain Spell Magic Vestment will return the 4 Turns used after 6 hours.
Class Features and Feats with ( X + Ability Modifier ) per day abilities are usable ( X + Ability Modifier ) / 4 times per encounter. For example: Abrupt Jaunt,
Items with # per day uses based on spells have 1 use, and recharge as per the Recharge Magic rule for which they are based on.
Items with # per day uses not based on spells are usable once per encounter.
Items with a fixed number of charges need to be individually evaluated. For example: Belt of Battle.
Items with fixed limited number of charges, such as standard wands, are usable as normal.
Dragonpacts: As spontaneous spell slots are irrelevant, a character must expend one feat per spell/SLA in creating a Dragonpact.
Spell Recall: Pearl of Power, Chaotic Spell Recall, Spell Clutch and other such abilities that recover spell slots should instead reduce the general recharge time of a spell level by 1 round.
Use the Tome of Battle Errata. At the very least it helps resolve things like Iron Heart Surge.
www.minmaxboards.com/index.php?topic=335.msg1509Partial BAB & Saving Throws
Partial BAB & Saving Throws, slightly modified from the UA rule. This is intended to prevent lopsided extremes from multiclassing, and also emphasizes the importance of 1st level class choice.
Good BAB level +1 point
Medium BAB level +.75 point
Poor BAB level +.50 point
Your characters 1st level character class grants a one time +2 bonus in their good saves
Good Save level +.5 point
Poor Save level + ⅓ point
Credit to Nunkuruji for a few of these.
Any suggestions for these? Any other varient rules suggested?