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<blockquote data-quote="glass" data-source="post: 8663847" data-attributes="member: 12251"><p>That is a big list, and I was going to go through an try to sort things by priority, but I decided to just pick something an get on with it. And this is the thing I picked:</p><p></p><p>First things first, in the original ELH Epic magic items can basically exceed any and all limits placed on magic items in the core rules - I am not going to do that. There are a number of reasons for that, but the biggest one is this: If you can have ever increasing bonuses from very-expensive magic items, you are going to put those numbers in the things that you were already good at. Thereby scuppering all the gap-narrowing that the first chapter tried to do. Also, there is my general distaste for the "Christmas tree".</p><p></p><p>So what numbers are Epic magic items allowed to add to? At the moment, I am thinking just AC and attack/damage. <em>Maybe</em> natural armour (since there is already a feat for that anyway), although if so that will probably not be in the form of ever-increasing amulets.</p><p></p><p>I have a kinda-weird idea about it being a side-effect of Epic heavy armour. Like the padding under it will give a NA bonus equal to some fraction of the suit's enhancement bonus.</p><p></p><p>Also, it is annoying that despite being set to English (GB), Firefox's spellchecker still objects to "armour".</p><p></p><p>As an aside, I thought of something else to add to Epic Weaponmaster: Allowing you to qualify for Craft Magic Arms and Armour, and enhance your own weapons without regard to caster level. Might have a Epic Armour Master feat with similar benefits with regard to armour (and other stuff of course).</p><p></p><p>_</p><p>glass.</p></blockquote><p></p>
[QUOTE="glass, post: 8663847, member: 12251"] That is a big list, and I was going to go through an try to sort things by priority, but I decided to just pick something an get on with it. And this is the thing I picked: First things first, in the original ELH Epic magic items can basically exceed any and all limits placed on magic items in the core rules - I am not going to do that. There are a number of reasons for that, but the biggest one is this: If you can have ever increasing bonuses from very-expensive magic items, you are going to put those numbers in the things that you were already good at. Thereby scuppering all the gap-narrowing that the first chapter tried to do. Also, there is my general distaste for the "Christmas tree". So what numbers are Epic magic items allowed to add to? At the moment, I am thinking just AC and attack/damage. [I]Maybe[/I] natural armour (since there is already a feat for that anyway), although if so that will probably not be in the form of ever-increasing amulets. I have a kinda-weird idea about it being a side-effect of Epic heavy armour. Like the padding under it will give a NA bonus equal to some fraction of the suit's enhancement bonus. Also, it is annoying that despite being set to English (GB), Firefox's spellchecker still objects to "armour". As an aside, I thought of something else to add to Epic Weaponmaster: Allowing you to qualify for Craft Magic Arms and Armour, and enhance your own weapons without regard to caster level. Might have a Epic Armour Master feat with similar benefits with regard to armour (and other stuff of course). _ glass. [/QUOTE]
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