I have a question, not really a simple one: Does the Tier system change much for E6 and some house-rules? I need to consider this for a new campaign I might be starting for one of my table groups.
The background is that I want to use Partial Gestalt, and I want to make sure that no really ugly, or substandard, results come from this. Most critically, I don't want Tier 1 or 2 players to bitch at me too much because they can't gestalt.
I've never played E6, but I would assume at the very least the Tiers would be closer, simply because the strong Tier classes get exponentially stronger as they level up. As such, some of the rebalancing things may in fact be overkill if you don't go to higher levels than 6. Of course, a well made caster can still pull all kinds of silly stuff even by level 6 (Shrink Item and Explosive Runes, Animate Dead, Glitterdust, and so on are all available).
I'm using a 6x6 matrix of rolled ability scores (2d6+6), and players have to pick a line, column or diagonal, forwards/backwards, but IN order, and non-exclusively.
That's just going to result in good stats. That'll make MAD classes a bit better (like Paladins and Monks), but the difference won't be significant.
People only reach level 6, but after that they can "buy" feats for 5000XP. I've decided I also want them to be able to buy skill points at around 100 to 200XP, up to their normal maxima.
That actually helps casters more and makes Fighters pretty pointless. Melees usually have enough feats (and a Fighter dip can ensure they get enough), with the possible exception of trippers. But once you have Power Attack, Improved Bull Rush, Leap Attack, and Shock Trooper, what do you really need? Meanwhile, having more item crafting abilities and more metamagic feats is pretty much always handy.
Most classes can get their level 7 features, including 1 fourth level spell, maneuver, etc, with the use of one or two feats after reaching level 6.
Obviously, this makes casters stronger. So, that's going to reenforce the Tiers.
ALL spellcasting classes get their spell levels at 1,3,5,7. I haven't adapted the tables in detail, but it should work out mostly fine.
Whoa, that should make Bards pop up a good bit, which you should be sure to factor in. If Factotums get this as well, they'd also go up a ton. Also, be concerned if your group is into powergaming Sorcerer Kobolds... if they're not you're fine. It's only if they want to bust out the Venerable Loredrake Dragonwrought Half Fey Desert Kobold (+3 Sorcerer levels!) that you're going to be in pain, but let's assume you won't allow that anyway.
]Ritual magic is available for all higher level spells, but takes lots of people who all need to be level 6, and LOTS of time.
No effect on intraparty class balance, as they all do it together.
]PrC requirements can be dropped, subject to discussion/approval, most prominently all skill requirements are dropped to 3 ranks. However, I don't really want to use the Tier system for PrCs, so let's leave those out for the moment.
Just watch out for Shadowcraft Mages, especially with your feat rule! Also Tainted Sorcerers/Anima Mages.
Cross-class skill costs are abolished, only the maximums remain. If you take one rank as a class skill then maximum is level+3
This would make PrCing easier if you hadn't already messed with that. Otherwise, not a serious balance issue.
Some spells are house-ruled, most prominently polymorph, to nerf them while keeping them useful. The nerf is not THAT strong.
So, casters still strong (there are plenty of spells to nerf!).
Everybody (in the entire game world) gets their CON score as bonus HP at level 1. Constructs get the size bonus +12 and undead get either 12 or their Cha score, whichever is higher.
Handy, but not a significant effect on class balance.
Everybody can take a template or race worth +1LA or HD, but does not take a LA, they take a RHD instead of the appropriate type. However, RHD are integrated into the Tier system, so low tier HD can be gestalted. Only Outsider and Dragon HD can't be gestalted, since I wanted to rate them as Tier2, or else everyone would want them. I would like some recommendations here, too, as to the rating of the other HDs.
This could actually boost melees significantly, as there are far better templates for melees. Half Minotaur and Mineral Warrior are big ones, along with Lolth Touched. I wouldn't rank Outsider or Dragon HD as Tier 2 (they're more like T3-4, they have good numbers but that's about it). So, there could be a big effect here.
I think casters will still be strong enough in this game. Other than the LA/HD thing, you really haven't given much to melees, and the fact that 4th level spells are still available (Polymorph, Animate Dead for Wizards, etc) means a creative spellcaster can still do stuff a melee can't dream of. And you've provided some potent boosts to casters, most notably the easy PrCs, the higher level spells, and the effectively endless (in the long run) feats. I think some players may whine, but at the end of the day I'd rather have an Archivist 3/Binder 1/Anima Mage 1/Tainted Sorcerer 1 than a Fighter 6//Rogue 6. The only big one I'd watch out for is Bards... they probably jump up a Tier due to getting their spells at the same rate as Sorcerers (though that's not a gaurentee, there are far fewer nasty Bard spells even at the same level). Paladins getting faster spell advancement could be nasty too.
Anyway, that's my off the cuff answer.
TLDR? Should work fine.
JaronK