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<blockquote data-quote="Nimloth" data-source="post: 4478631" data-attributes="member: 54068"><p><strong>Golden Realms III</strong></p><p></p><p>My group has been playing a GE7 gestalt game with a lean upward approach. It actually fit right into the end of the last campaign which ended with the heroes (all 16/17 level characters) defeating an invasion from a Cuthullu-like God. This epic level fight and it's consequences caused a downgrading of magic, hence no more spells above 4th level. It also ended the Age of Mighty Heroes, thus max 7 levels. Now, powerful weapons and items are "relics" from before the "Breaking of the World" or must be created by "powers beyond the mortal realm".</p><p></p><p>Some of the important changes are;</p><p>1- Gestalt Epic 7</p><p><span style="color: Lime">Gestalt (GE7) was chosen to give characters more flexibility than an E7 approach would have allowed. 6 levels was seen as too simple and restrictive. Gestalt allows for twice as much choice, without twice as much power.</span></p><p><span style="color: Lime">7 was chosen because the group wanted access to 4th level spells. </span> </p><p></p><p>2- You must spend a feat to be able to cast 4th level spells (including 3rd level bard spells that are 4th level spells for another class). </p><p> 1 feat per spell. The only exception is a spontaneous Cure Critical Wounds for clerics.</p><p><span style="color: Lime">The group wanted to have 4th level spells, but needing to spend feats to access them will slow down their impact on the game. </span></p><p><span style="color: Lime">Classes gain the ability to cast 4th level spells as normal, but can only memorize/cast metamagic lower level spells.</span></p><p></p><p>3- Sor/Favored Soul (and other "delayed spell progression" full caster classes) are advanced to the "regular" spell progression. </p><p> (same rate as wiz/cleric/druid)</p><p><span style="color: Lime">This was to allow the "delayed spell progression" classes to access 4th level spells. We could have gone to 8th level for 4th level spells, and it would've been simpiler to do it that way. But we decided to stop at 7th and houserule the sor/favored soul as we don't really think the delayed spell progression is necessary to balance spontaneous spell casting.</span></p><p></p><p>4- Any non-full spellcasting class that has a "dead" level (no special abilities) at 7th is given a special ability at 7th</p><p> (example: fighters gain the ability to ignore ability preq's on fighter feats).</p><p><span style="color: Lime">Our "capstone" abilities/feats. The ability to cast 4th level spells (3rd for bard) is the "capstone" for most spellcasting classes.</span></p><p></p><p>5- use a homebrewed rolling method for stats that lets the players choose between several equivalent stat sets,</p><p> characters with LA subtract their LA from all starting abitilty scores.</p><p><span style="color: Lime">We wanted more "organic" stats than point buy generally gives, but wanted the "fairness" of point buy.</span>[sblock=our system]</p><p>Everyone rolled a set of stats (4d6, drop low, in order). Then raise(if below)/lower (if above) to between a 22-29 point buy equivalent range by +/- 1 to all stats at a time, until they are in range. Then, anyone could pick any set of stats.</p><p></p><p>As a side rant on point buy vs Rolling; We had 5 players roll 5 stat sets. The stats as rolled were 60, 29, 27, 18 and 14 point buy equivalents. This is why I generally abhor rolling, and I've been on both sides of this issue, "Godlike" vs "simply heroic" stats. Well, thats enough of that issue.</p><p>[/sblock]6- PRC become feat chains.</p><p>7- Incantations from UA.</p><p></p><p></p><p>The characters have just starting getting to 7th level, but as the DM I have been making GE7+feats npc's for awhile and I like it. An important aspect of GE7 is that all my (classed/humanoid) villians are at least a little vulnerable to luck/clever planning on the heroes part. Organizations/minions/allies have become a lot more important to a villian's threat level. The only problem we had was we started with a different LA system. Basically, you lost x2 LA in class levels on 1 side of the Gestalt. That didn't work. The character (a halfdragon fighter) lost flexibility, but gained much more power in her specialty (hitting things really hard). The method in 5 (above) works much better.</p></blockquote><p></p>
[QUOTE="Nimloth, post: 4478631, member: 54068"] [b]Golden Realms III[/b] My group has been playing a GE7 gestalt game with a lean upward approach. It actually fit right into the end of the last campaign which ended with the heroes (all 16/17 level characters) defeating an invasion from a Cuthullu-like God. This epic level fight and it's consequences caused a downgrading of magic, hence no more spells above 4th level. It also ended the Age of Mighty Heroes, thus max 7 levels. Now, powerful weapons and items are "relics" from before the "Breaking of the World" or must be created by "powers beyond the mortal realm". Some of the important changes are; 1- Gestalt Epic 7 [COLOR="Lime"]Gestalt (GE7) was chosen to give characters more flexibility than an E7 approach would have allowed. 6 levels was seen as too simple and restrictive. Gestalt allows for twice as much choice, without twice as much power. 7 was chosen because the group wanted access to 4th level spells. [/COLOR] 2- You must spend a feat to be able to cast 4th level spells (including 3rd level bard spells that are 4th level spells for another class). 1 feat per spell. The only exception is a spontaneous Cure Critical Wounds for clerics. [COLOR="Lime"]The group wanted to have 4th level spells, but needing to spend feats to access them will slow down their impact on the game. Classes gain the ability to cast 4th level spells as normal, but can only memorize/cast metamagic lower level spells.[/COLOR] 3- Sor/Favored Soul (and other "delayed spell progression" full caster classes) are advanced to the "regular" spell progression. (same rate as wiz/cleric/druid) [COLOR="Lime"]This was to allow the "delayed spell progression" classes to access 4th level spells. We could have gone to 8th level for 4th level spells, and it would've been simpiler to do it that way. But we decided to stop at 7th and houserule the sor/favored soul as we don't really think the delayed spell progression is necessary to balance spontaneous spell casting.[/COLOR] 4- Any non-full spellcasting class that has a "dead" level (no special abilities) at 7th is given a special ability at 7th (example: fighters gain the ability to ignore ability preq's on fighter feats). [COLOR="Lime"]Our "capstone" abilities/feats. The ability to cast 4th level spells (3rd for bard) is the "capstone" for most spellcasting classes.[/COLOR] 5- use a homebrewed rolling method for stats that lets the players choose between several equivalent stat sets, characters with LA subtract their LA from all starting abitilty scores. [COLOR="Lime"]We wanted more "organic" stats than point buy generally gives, but wanted the "fairness" of point buy.[/COLOR][sblock=our system] Everyone rolled a set of stats (4d6, drop low, in order). Then raise(if below)/lower (if above) to between a 22-29 point buy equivalent range by +/- 1 to all stats at a time, until they are in range. Then, anyone could pick any set of stats. As a side rant on point buy vs Rolling; We had 5 players roll 5 stat sets. The stats as rolled were 60, 29, 27, 18 and 14 point buy equivalents. This is why I generally abhor rolling, and I've been on both sides of this issue, "Godlike" vs "simply heroic" stats. Well, thats enough of that issue. [/sblock]6- PRC become feat chains. 7- Incantations from UA. The characters have just starting getting to 7th level, but as the DM I have been making GE7+feats npc's for awhile and I like it. An important aspect of GE7 is that all my (classed/humanoid) villians are at least a little vulnerable to luck/clever planning on the heroes part. Organizations/minions/allies have become a lot more important to a villian's threat level. The only problem we had was we started with a different LA system. Basically, you lost x2 LA in class levels on 1 side of the Gestalt. That didn't work. The character (a halfdragon fighter) lost flexibility, but gained much more power in her specialty (hitting things really hard). The method in 5 (above) works much better. [/QUOTE]
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