I've had one day off since my last post, so It's been a bit of a busy week(and my Co-dm is unlikely to be joining us, so its down to just me), but I figured since I go back to work again in.. 14 hours, I should get this up before I do. The starting post is what takes the most effort, so once its going I'll be able to keep up with the game despite work.
The IC thread is Ready, and as some of you may know, I like to start off with a bang.
http://www.enworld.org/forum/playing-game/312098-gaming-w-jemal-war-gods-pt-1-a.html
Dharuhk - You're welcome to rejoin.
Myth - We actually hadn't started the game proper yet, we were doing an 'acid test' to test the characters combat potentials so I knew how to design encounters against them. I'm just starting up the first actual IC post (To Be Linked Above).
If you'd like to join, I'd be OK with that, but since I won't be able to acid-test your character, I'll need to give him/her/it a thorough going over and would like to know what his 'maximum potential' is. (IE how high can you get your AC/Attacks/Damage/etc when the character really tries).
As far as Ubercharger, I specifically dislike that type of build, and on similar lines, I've stated many times to the others that I run of the ideal of MAD - I try to restrain myself to using things no more powerful than the PC's are, but as soon as a PC breaks out something, I consider it fair game.
Basically, I design my encounters to challenge my PC's rather than just going "the book says this is a CR 40, so you fight it". If one of the pc's can deal thousands of damage, then I'll have enemies that can stand up to that, and return the favour.
Your call if you want to bring that upon the party, but I doubt they'd be very happy with you if you did. I prefer it when the party lies within a fair shot of each other in power level - some are more defensive, some more offensive, some have great utility, etc, but everybody has their place and none are so over-powered that they can 'do it themselves'.
To quote from myself earlier in this thread:
Don't be too worried about keeping in line with the other players, everyone SHOULD have their own unique strengths and weaknesses, just don't go overboard on pumping something. If any of your Attack/AC/Saves numbers has three digits, for example, it's probably too high...
Unless you can all swing such numbers in which case - Sweet, I can take off the gloves and throw the paragon pseudonatural half-draconic 3-headed tarrasquelich at you guys. j/k... mostly.
MY goal as a DM is the same it always is - to run a campaign I'd like to play in, where everybody (Myself included) has a challenging and enjoyable time telling a story together. As to the specifics for this game, and the specific story I'm aiming for this time, I'd suggest reading my first few posts in the thread.
So, now with no casting and no ToB allowed, I suppose I can finally play a Barb/Frenzied Berzerker/Bear Warrior/War Shaper/Something or other, actually the build is inspired by that one NPC you had in the Legends game.
I could also go for an assassin type character with SA but you'd probably disallow the actual Assassin class as it can cast spells (and some from the SC are very good). What about Shadow Dancer? The added mobility in a game where we can't teleport/fly/blink/abrupt jaunt around the battle field would be nice. Feats like Craven etc. can make for a good SA focused character.
Oh as a matter of fact, being an Epic game, how will we handle large-scale logistics and mobility? At this level everything should be flying around I suppose.
All of that sounds fine. Flight and/or speed enhancement is of course suggested, but not required (At least by me.. it's up to the party how they feel about other characters slowing them down/limiting their mobility). I also highly suggest some form of fast healing to recover between encounters. It can take a long time to recover 1000 HP of damage without magical intervention.