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A Tournament of Cosmic Propotions! (Immortal's Handbook Rules)
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<blockquote data-quote="Belzamus" data-source="post: 5737340" data-attributes="member: 61612"><p>Let's see...</p><p></p><p>For Abrogate, the way I like to run it is that each opponent within the Immortal's Divine Aura has either their most powerful ability negated (in the case that no information is known) or the Immortal with the ability can select an ability that they know the opponent possesses. Maybe some sort of knowledge related check ought to be added there...</p><p></p><p>For both Abatements, that's tougher because one is a feat and one is a Divine. Maybe, for their initial version, have it just be the single first attack each round, then make a second ability in the chain, bumped up a tier, that makes it apply to the first attack from each opponent each round?</p><p></p><p>On Force Field, to spell it out a little clearer, the way I do it is to have each instance give: 50 x Divine Rank x HP multiplier, and it regens at 1/50th of its total value. </p><p></p><p>So, let's see, a Demigod (ECl 60/CR 40) Divine Rank 6, would get a 300 point force field that regains 6 points per round. Given how expensive Divines are for him, I'd say that's about balanced.</p><p></p><p>For a Greater Deity (ECL 160/CR 105) Divine Rank 16, it would have a 3,200 point barrier, regain 64, for 1 Divine. Again, I think that's right about where it should be.</p><p></p><p>And, to take it even farther, a First One (ECL 480/CR 320) at Divine Rank 48 would get a 19,200 point barrier, regaining 384 points per round -- which is nothing, but blowing 10 Divines on Force Field is perfectly reasonable at that point, and 192,000 would actually be a decent increase in protection for the investment.</p><p></p><p>And, here's my metamagic stuff for you to look at. Note that with these in play, stacking metamagic no longer exists and Quickened spells are limited to 1 per round barring abilities that allow multiple Standard Actions. It also has the benefit of working perfectly with nothing bu Automatic Metamagic and not need to deal with higher-level spell slots. </p><p></p><p>Again, though, I'm not a fan of epic spellcasting, so this is just what I use instead.</p><p></p><p>THough, just a random thought I had, what if you changed the epic spellcasting rules to disallow mitigating factors and allow AMM to work with them instead? (Or does AMM Capacity already work with Epic Spells? I can't remember.)</p></blockquote><p></p>
[QUOTE="Belzamus, post: 5737340, member: 61612"] Let's see... For Abrogate, the way I like to run it is that each opponent within the Immortal's Divine Aura has either their most powerful ability negated (in the case that no information is known) or the Immortal with the ability can select an ability that they know the opponent possesses. Maybe some sort of knowledge related check ought to be added there... For both Abatements, that's tougher because one is a feat and one is a Divine. Maybe, for their initial version, have it just be the single first attack each round, then make a second ability in the chain, bumped up a tier, that makes it apply to the first attack from each opponent each round? On Force Field, to spell it out a little clearer, the way I do it is to have each instance give: 50 x Divine Rank x HP multiplier, and it regens at 1/50th of its total value. So, let's see, a Demigod (ECl 60/CR 40) Divine Rank 6, would get a 300 point force field that regains 6 points per round. Given how expensive Divines are for him, I'd say that's about balanced. For a Greater Deity (ECL 160/CR 105) Divine Rank 16, it would have a 3,200 point barrier, regain 64, for 1 Divine. Again, I think that's right about where it should be. And, to take it even farther, a First One (ECL 480/CR 320) at Divine Rank 48 would get a 19,200 point barrier, regaining 384 points per round -- which is nothing, but blowing 10 Divines on Force Field is perfectly reasonable at that point, and 192,000 would actually be a decent increase in protection for the investment. And, here's my metamagic stuff for you to look at. Note that with these in play, stacking metamagic no longer exists and Quickened spells are limited to 1 per round barring abilities that allow multiple Standard Actions. It also has the benefit of working perfectly with nothing bu Automatic Metamagic and not need to deal with higher-level spell slots. Again, though, I'm not a fan of epic spellcasting, so this is just what I use instead. THough, just a random thought I had, what if you changed the epic spellcasting rules to disallow mitigating factors and allow AMM to work with them instead? (Or does AMM Capacity already work with Epic Spells? I can't remember.) [/QUOTE]
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