| Frendle |
I'm beginning an E6 Campaign with my group.
I like to run as much of a sandbox game as possible. When the group gets full level progression it gets harder and harder to keep any of the sand in the box….
What I’m looking forward to is being able to use the world I created (Well continent anyway) and spend my time working on depth of the campaign and not trying to figure out how to stop the players from tearing it apart at the seams.
I’m not going to worry too much about stopping at 6th and what powers they might lose out on. I want them to be worried about upsetting the locals, and I want them to be concerned about having to travel through the wild hills for fear of what they might run into.
One of the house rules I am going to use will be to take away one level of armor proficiency from Rangers, Paladins and Barbarians.
I will basically be adding the ability to use heavy armor to the fighter as a unique class ability. This alone will make the fighter a desirable class to play I think. Especially in a low magic world.
I am considering creating a ritual magic skill which will be used to cast spells above 4th level. It will require 2 casters to cast a 4th level spell 4 to cast a 5th level spell and so on.
I am also going have HP’s rolled as half the total + random. In other words 1d5+5 for fighters or 1d3 +3 for casters. I don’t want a couple bad rolls to seriously hinder their survivability but I don’t want to just assign max hit points either.
I’m only going to use the core classes plus Antipaladin, but I had a notion about the core prestige classes. I am working on tweaking them a bit to allow them to be played as regular classes. I like the role-play potential of the Duelist, Arcane Trickster Shadow Dancer etc. Some may make the cut and some wont I figure.