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NotScaryBats
2014-08-08, 11:00 PM
I want to DM a level 4 E6 game that doesn't use WBL. I have designed the following houserules to work around a lack of items:

- Gestalt (benefits everyone in fixing gaps in their builds)
- Instead of normal Ability Score Changes, all races give +2 to any one ability of your choice.
- 36 Point Buy
- No Flaws, but 2 Free Bonus Feats
- Your choice of a level 3 [Gift] or [Knack] Feat from this page (http://www.giantitp.com/forums/showthread.php?357810-Chopping-Down-the-Christmas-Tree-Low-Magic-Item-Rules)

- +1 enhancement bonus to hit and damage with weapons, natural weapons, and unarmed strikes
- Choose an enhancement worth "+1 bonus" to apply to all your attacks with weapons, natural weapons, and unarmed strikes (Toggle on and off as a free action) ((There is a great table in Magic Item Compendium Page 239 for this))
- +1 resistance bonus to saves
- +1 deflection bonus to AC

Perhaps some interesting magical items will be found in the campaign, but do these rules seem to work for the beginning?

Gavinfoxx
2014-08-08, 11:11 PM
What about all the utility magic items, though?? Look at some of the vow of poverty fixes... the best ones don't just give flat +'s. They give variety and new capabilities and such.

Vhaidara
2014-08-08, 11:19 PM
I would give free Incarnate gestalt (on top of whatever you do). Let them change up the fluff on their "soulmelds". Maybe, in exchange for not being able to change them, they get more/more binds (flavored as inventions rather than incarnum).

NotScaryBats
2014-08-08, 11:22 PM
The VoP Fix (http://www.giantitp.com/forums/showthread.php?140428-Vow-of-Poverty-Fix) I looked at doesn't give those at level 4, though. The WBL for that level is only 5,400 gp anyway, so people aren't going to have many utility magic items anyway.
Admittedly, I may do something for out of combat healing, but what specific utilities do you think would be beneficial.

Vhaidara
2014-08-08, 11:28 PM
Tick these boxes (http://www.giantitp.com/forums/showthread.php?187851-3-5-Lists-of-Necessary-Magic-Items). At the very least, Flight, See Invisibility, Immunity to Death Effects, Miss Chance, and Tactical Teleportation

DeAnno
2014-08-08, 11:35 PM
Tick these boxes (http://www.giantitp.com/forums/showthread.php?187851-3-5-Lists-of-Necessary-Magic-Items). At the very least, Flight, See Invisibility, Immunity to Death Effects, Miss Chance, and Tactical Teleportation

See Invisibility is the only one of those I would say is even reasonable to expect at level 4, and not necessarily even that at such an early stage.

Zombulian
2014-08-08, 11:39 PM
Yeah I'm not sure about this. As others have pointed out, the reason VOP Monks and the like aren't very good isn't because they don't get good combat bonuses. It's that they can't use even the simplest versatility items.

Vhaidara
2014-08-08, 11:40 PM
See Invisibility is the only one of those I would say is even reasonable to expect at level 4, and not necessarily even that at such an early stage.

I meant across the whole thing, not necessarily at level 4.

NotScaryBats
2014-08-08, 11:42 PM
Of course they will get those things later, but I am talking about stuff to start with at level 4. Are people advocating for flight and teleportation at level 4? Note that people can still be wizards and clerics and Initiators.

Vhaidara
2014-08-08, 11:44 PM
In hat case, you wouldn't really need anything beyond the See Invis. Flight should come on fairly soon (start it at like half land speed, clumsy) and improve as they level (double land speed perfect/good by 16)

Zombulian
2014-08-08, 11:49 PM
In hat case, you wouldn't really need anything beyond the See Invis. Flight should come on fairly soon (start it at like half land speed, clumsy) and improve as they level (double land speed perfect/good by 16)

It's e6 dude.

Vhaidara
2014-08-08, 11:51 PM
blarg, brain failing. got thinking about running a normal game like this.

Yeah, nevermind, most of these things aren't needed.

JusticeZero
2014-08-08, 11:58 PM
Right; even though an E6 game can theoretically handle low items better than Standard, items are one of your main points of customization and advancement. Take too much of that away without finding more 'epic' advancement modes and you WILL start chafing.

Pyromancer999
2014-08-09, 12:06 AM
Not sure how good it is at higher levels, but this (http://www.giantitp.com/forums/showthread.php?357810-Chopping-Down-the-Christmas-Tree-Low-Magic-Item-Rules) should work just fine for an E6 game while providing for versatility.

Also, using Gnorman's E6 classes (http://www.giantitp.com/forums/showthread.php?250820-Gnorman-s-Complete-E6-Compendium) would do a lot of good for the game, as they're designed for E6 gameplay, and more balanced for it.

NotScaryBats
2014-08-09, 01:22 AM
I really like those [Gift] and [Knack] Feats!

I updated the OP with a slightly revised list.

Any other advice for specific things that a level 4 character would want for utility?