Zaq
2012-09-29, 05:38 PM
Disclaimer: This is nothing but a thought experiment. I have no plans to run a game like this at any point in the foreseeable future. I just think it's interesting to ponder.
So, E6. I'll assume everyone here is familiar with the basics of E6. I like E6, but it's a little frustrating that nearly all PrCs (normally a relatively important part of the game) are either reduced to 1 possible level or cut off entirely (with a few very rare exceptions). It occurs to me that a lot of nonmagical (or not-very-magical) PrCs would, in an E6 context, actually not be totally inappropriate to be played from the get-go. In some cases, they might even be weaker than their associated base classes (for instance, the Thief-Acrobat wouldn't really break much if it were played straight, and it'd probably be overall weaker than a Rogue, just thanks to the restricted skills and loss of offensive abilities). I'd like to talk about that for a little bit.
Naturally, opening up PrCs from level 1 would involve removing most of their prereqs, but I'd say that's as much a feature of this proposed change as it is a bug. In the case of classes with features that rely upon a certain feat, I'd say it's reasonable to dictate that said feat must be taken at the earliest opportunity, but that might not even be necessary (if the player wants to have a class feature they can't use, that's their call). And of course, this would have to have GM approval across the board, but since this is hypothetical anyway, that's not something we can really deal with right now.
Levels are a small concern. There's a lot of 5-level PrCs out there. It wouldn't bother me too much to just say that they have to have one level in something else, though, to be perfectly honest.
So, what are some fun PrCs that might be appropriate as base classes in an E6 setting? Here's a few in no particular order, which I compiled just by flipping through the less overtly magical Completes:
Complete Adventurer
Animal Lord (the only issue is Summon Animal, but at 1/day, even that's not too bad. If anything, the class is underpowered.)
Beastmaster (again, underpowered)
Bloodhound (nothing too bad here)
Dread Pirate (this was the class that got me thinking about this from the start)
Dungeon Delver (the only out-of-line ability is Passwall, which might be traded for something else)
Exemplar (anything-as-Diplomacy is no worse than pure Diplomacy)
Ghost-Faced Killer (it's hard to access the Ethereal in E6, but otherwise, you're probably as well off as a Ninja)
Highland Stalker (it's a full-BAB Scout with way worse skills and fewer cool features. The raw combat numbers will outdo the Scout, but nothing else will.)
Nightsong Enforcer (nothing bad here)
Nightsong Infiltrator (if anything, it's underbalanced)
Shadowbane Inquisitor (weak)
Spymaster (again, probably underbalanced with nothing else to back it up, and Dispel Scrying is pretty useless in E6)
Streetfighter (no problems here)
Tempest (no problems here)
Thief-Acrobat (as stated above, perhaps a bit weak)
Vigilante (the spells might be troublesome, but they're not that bad, and nothing else is a problem)
Complete Warrior
Cavalier (with the caveat that the player and GM should work together to determine what, if any, kind of special mount such a PC should have)
Dark Hunter (nothing special to see)
Dervish (why not?)
Drunken Master (still probably too weak)
Eye of Gruumsh (typical Barb is probably better)
Halfling Outrider (though that dead level at 6 makes me sad)
Invisible Blade (I'd totally play this as a base class)
Justiciar (nothing to see here)
Kensai (Signature Weapon may be a bit too much for E6, but not out of the question)
Knight Protector (still too weak, probably)
Master Thrower (powerful, but probably not too powerful with anything to back it up)
Occult Slayer (Mind Blank in E6 is pretty intense, but probably not gamebreaking alone)
Order of the Bow Initiate (boring, but not bad)
Purple Dragon Knight (weak)
Ravager (weak)
Reaping Mauler (way more appropriate in E6 than otherwise, really)
Complete Scoundrel
Avenging Executioner (nothing bad here)
Cloaked Dancer (ignore the spellcasting, and it's not horrifically inappropriate)
Combat Trapsmith (perfect as a base class, at least in E6)
Fortune's Friend (probably weak on its own. Ignore the spellcasting.)
Master of Masks (watch some of those SLAs, but otherwise, nothing really problematic)
Mountebank (nothing too bad; Warlocks can get Dimension Door, so it's not like Sideslip is too unique)
Psibond Agent (probably weak)
Hardly exhaustive, of course, but a start.
I should mention that the whole bit with ignoring prerequisites is assuming that there will be relatively few dips, and that people will only be taking PrCs they intend to have as the focal point of their characters.
It might also be worth thinking about magical PrCs. I had an idea about saying that PrCs that advance casting could be considered to grant it (so if you took levels in Alienist, you might cast as a Sorcerer or a Wizard), with the caveat that you could never get higher than 2nd level spells by taking a PrC (any excess caster levels could advance your 2nd level spells, but you'd be giving up 3rds entirely, except I suppose by going Wizard 5/PrC 1, which is pretty much how existing E6 works). That might need some tweaking, and of course the PrCs would need much more careful scrutiny.
So, thoughts? Would you play in a game like this? If not, what would have to change for you to consider it? What other PrCs might be interesting in this sort of context?
So, E6. I'll assume everyone here is familiar with the basics of E6. I like E6, but it's a little frustrating that nearly all PrCs (normally a relatively important part of the game) are either reduced to 1 possible level or cut off entirely (with a few very rare exceptions). It occurs to me that a lot of nonmagical (or not-very-magical) PrCs would, in an E6 context, actually not be totally inappropriate to be played from the get-go. In some cases, they might even be weaker than their associated base classes (for instance, the Thief-Acrobat wouldn't really break much if it were played straight, and it'd probably be overall weaker than a Rogue, just thanks to the restricted skills and loss of offensive abilities). I'd like to talk about that for a little bit.
Naturally, opening up PrCs from level 1 would involve removing most of their prereqs, but I'd say that's as much a feature of this proposed change as it is a bug. In the case of classes with features that rely upon a certain feat, I'd say it's reasonable to dictate that said feat must be taken at the earliest opportunity, but that might not even be necessary (if the player wants to have a class feature they can't use, that's their call). And of course, this would have to have GM approval across the board, but since this is hypothetical anyway, that's not something we can really deal with right now.
Levels are a small concern. There's a lot of 5-level PrCs out there. It wouldn't bother me too much to just say that they have to have one level in something else, though, to be perfectly honest.
So, what are some fun PrCs that might be appropriate as base classes in an E6 setting? Here's a few in no particular order, which I compiled just by flipping through the less overtly magical Completes:
Complete Adventurer
Animal Lord (the only issue is Summon Animal, but at 1/day, even that's not too bad. If anything, the class is underpowered.)
Beastmaster (again, underpowered)
Bloodhound (nothing too bad here)
Dread Pirate (this was the class that got me thinking about this from the start)
Dungeon Delver (the only out-of-line ability is Passwall, which might be traded for something else)
Exemplar (anything-as-Diplomacy is no worse than pure Diplomacy)
Ghost-Faced Killer (it's hard to access the Ethereal in E6, but otherwise, you're probably as well off as a Ninja)
Highland Stalker (it's a full-BAB Scout with way worse skills and fewer cool features. The raw combat numbers will outdo the Scout, but nothing else will.)
Nightsong Enforcer (nothing bad here)
Nightsong Infiltrator (if anything, it's underbalanced)
Shadowbane Inquisitor (weak)
Spymaster (again, probably underbalanced with nothing else to back it up, and Dispel Scrying is pretty useless in E6)
Streetfighter (no problems here)
Tempest (no problems here)
Thief-Acrobat (as stated above, perhaps a bit weak)
Vigilante (the spells might be troublesome, but they're not that bad, and nothing else is a problem)
Complete Warrior
Cavalier (with the caveat that the player and GM should work together to determine what, if any, kind of special mount such a PC should have)
Dark Hunter (nothing special to see)
Dervish (why not?)
Drunken Master (still probably too weak)
Eye of Gruumsh (typical Barb is probably better)
Halfling Outrider (though that dead level at 6 makes me sad)
Invisible Blade (I'd totally play this as a base class)
Justiciar (nothing to see here)
Kensai (Signature Weapon may be a bit too much for E6, but not out of the question)
Knight Protector (still too weak, probably)
Master Thrower (powerful, but probably not too powerful with anything to back it up)
Occult Slayer (Mind Blank in E6 is pretty intense, but probably not gamebreaking alone)
Order of the Bow Initiate (boring, but not bad)
Purple Dragon Knight (weak)
Ravager (weak)
Reaping Mauler (way more appropriate in E6 than otherwise, really)
Complete Scoundrel
Avenging Executioner (nothing bad here)
Cloaked Dancer (ignore the spellcasting, and it's not horrifically inappropriate)
Combat Trapsmith (perfect as a base class, at least in E6)
Fortune's Friend (probably weak on its own. Ignore the spellcasting.)
Master of Masks (watch some of those SLAs, but otherwise, nothing really problematic)
Mountebank (nothing too bad; Warlocks can get Dimension Door, so it's not like Sideslip is too unique)
Psibond Agent (probably weak)
Hardly exhaustive, of course, but a start.
I should mention that the whole bit with ignoring prerequisites is assuming that there will be relatively few dips, and that people will only be taking PrCs they intend to have as the focal point of their characters.
It might also be worth thinking about magical PrCs. I had an idea about saying that PrCs that advance casting could be considered to grant it (so if you took levels in Alienist, you might cast as a Sorcerer or a Wizard), with the caveat that you could never get higher than 2nd level spells by taking a PrC (any excess caster levels could advance your 2nd level spells, but you'd be giving up 3rds entirely, except I suppose by going Wizard 5/PrC 1, which is pretty much how existing E6 works). That might need some tweaking, and of course the PrCs would need much more careful scrutiny.
So, thoughts? Would you play in a game like this? If not, what would have to change for you to consider it? What other PrCs might be interesting in this sort of context?