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Thread: E6: Are Truenamers Viable?
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2010-07-05, 11:03 PM (ISO 8601)
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E6: Are Truenamers Viable?
Pretty much what the title suggests, I am curious as to whether the Truenamer might actually be a fairly competitive class given the level cap of 6 on everyone, and the CR cap of 12 for enemies, as suggested in the E6 rule set.
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SpoilerOriginally Posted by BRC
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2010-07-05, 11:11 PM (ISO 8601)
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- Apr 2009
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Re: E6: Are Truenamers Viable?
While the DCs of the Truespeak checks are a problem, the Law of Sequence and the Law of Resistance are also problems. Keeping it low level may make the Truespeak DCs doable, but you'll still have to contend with weak effects and annoying Laws that you'll have to deal with. It's probably playable, but you're definitely not going to be wowed by its power.
See this excellent thread if you want to learn more about Truenamers than you ever wanted to know.Rogue Handbook | Warmage Rebuild | Diablo's Assassin | Revised Classes
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2010-07-06, 12:04 AM (ISO 8601)
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- Aug 2006
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Re: E6: Are Truenamers Viable?
Yeah ... the DCs won't be a problem (depending on optimization level), which means the Law of Resistance won't be a problem either.
A bigger problem will be the Law of Sequence.
An even bigger problem will be the way the Utterances just aren't very powerful effects.
And another consideration is that you'll only be able to use 7 different special effects, ever. I'm not sure that's a problem fundamentally ... if the effects were more powerful, I could imagine a character with "only" 7 special abilities being plenty complex and fun to play. But compared to a Sorcerer or Psion of the same level, it will feel a little minimal (especially when those other classes can add more special abilities using Extra Spell or Expanded Knowledge feats).You can call me Draz.
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2010-07-06, 12:09 AM (ISO 8601)
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2010-07-06, 10:23 AM (ISO 8601)
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- Jul 2009
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- Michigan
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Re: E6: Are Truenamers Viable?
If the cap is CR 12 then the trunamer needs to be able to hit DC39.
Is the amulet of the silver toungue buildable under E6 rules?
If so its 9 ranks+10Amulet+10 Assembly+3 skill focus for 31, with room for some other stuff. Like stats.
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2010-07-06, 10:34 AM (ISO 8601)
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- Oct 2008
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Re: E6: Are Truenamers Viable?
Homebrewer's Signature | Avatar by Strawberries
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2010-07-06, 10:49 AM (ISO 8601)
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- Jan 2009
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Re: E6: Are Truenamers Viable?
Personally, I'd lower the calculation from 15+(2xHD) to just 15+HD. It prevents Truenamers needing high optimization just to function. At that point, you can worry about making their utterances more useful.
SpoilerOriginally Posted by JaronKOriginally Posted by TyndmyrOriginally Posted by Zaq
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2010-07-06, 10:52 AM (ISO 8601)
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- May 2007
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Re: E6: Are Truenamers Viable?
Well, you can check out my Truenamer Fix. It solves some of the traditionally reported problems with Truenamers while still being mostly backwards compatible.
A Book of Words: An Expanded Truenamer Fix
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Avatar by Kymme
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2010-07-06, 11:00 AM (ISO 8601)
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- Apr 2010
Re: E6: Are Truenamers Viable?
Isn't there a truenamer FAQ or handbook on Gleemax?
Originally Posted by Dead Levels
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2010-07-06, 12:48 PM (ISO 8601)
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Re: E6: Are Truenamers Viable?
Rogue Handbook | Warmage Rebuild | Diablo's Assassin | Revised Classes
Potpourri Creation Contest II Winner: Desert Martial Adept Substitution Levels
Potpourri Creation Contest III Best Characterization: Edward the Sly's Lucky Spells
Prestige Class Contest XXI Submission: Child of the Seelie Court
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2010-07-06, 01:20 PM (ISO 8601)
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Re: E6: Are Truenamers Viable?
OK, I'll bite.
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2010-07-06, 02:29 PM (ISO 8601)
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Re: E6: Are Truenamers Viable?
actually, there is a feat that truenamers can take to get extra utterances. Two of them to be precise, with a third possible after going into the "epic" part of E6.
-Minor Utterance of the Evolving Mind grants a 1st level utterance and can be taken at 3rd
-Utterance of the Evolving Mind grants a 2nd level and can be taken at 6th.
-Utterance of the Crafted tool can be taken at 9th in regular play, which does open it up eventually to E6