Peraion Graufalke
First Post
As a question, which fantasy novel series would you say hit Epic tier?
Stackpole's Age of Discovery series.
As a question, which fantasy novel series would you say hit Epic tier?
I don't know about novel series. But the Iliad probably counts.
I don't know about novel series. But the Iliad probably counts.
This is where support for epic tier can really come in handy, imo. Not just monsters (which would help a lot), but also advice on how to run it. How do you weave these quests into the overall story and keep all of the players interested. Nobody wants to spend two levels pursuing A's questline exclusively (well nobody but A), so how do you keep B, C, and D involved and advance their quests at the same time?
But therein lies the rub. Yes, I certainly agree a book or DMG that covers this would be handy... but are there enough people who think it is handy *enough* to actually put down money to buy it? Enough so that it would at barest minimum cover the cost to write and publish the thing?
What Wizards needs to do (he says only half-facetiously) is set up their own version of a Kickstarter campaign to see how many people would actually put up money to the production of an Epic Tier Handbook to discover whether there actually is enough support to make the writing of the book worthwhile.
As a question, which fantasy novel series would you say hit Epic tier?
I think one of the problems, with 4e, of starting at higher than 1st level is that it opens up the field for narrowly focussed, extreme builds more. We are in Paragon now, and I don't recognise this issue - I suspect it is because the players all had to live with their character at levels 1-10, so taking something that only really motors at level 11 would have sucked for ages!I'm currently running a Dark Sun game, and we started at level 11, in large part because I haven't been able to keep a game together past 5th level previously and I wanted to try out higher-level play. I'm liking that the characters have more options, but I'm also finding things far too fiddly for my tastes. Too many conditions, etc. to track, too many ways for the players to stack their way into very narrowly-focused builds that, IMO, just aren't much fun. Specifically: in order to actually challenge the players I have to very deliberately stomp on their cool stuff, and I don't like that at all.
My own, personal, take on this is that 4e magic items are not what they were in earlier editions - at least, in the original design philosophy. 4e magic items are party/character elements that are points-bought (with gp). the 'items' that are thematic/story or scenario relevant and filled with "heart" are artifacts. Artifacts can exist at any level and represent a huge, largely undeveloped, potential, it seems to me. They already filled the slot that "Rare" items seem intended to fill - and filled it far better, since their mechanics were aimed specifically at a DM-controlled, not a player-controlled game element. If you don't believe me, try reading the DMG section on them in detail. It's good stuff. All we need now are a lot more of them (or, alternatively, powers for them and more extensive design guidelines).And to me, another HUGE problem with 4e support in terms of Epic, is magic items suck.
I'm not saying we don't have some cool and useful magic items, but outside of the unique items and artifacts, there just isn't a lot of 'heart' in the 4e magic item system.
Well, I would argue that the "you go to a very dangerous place and have a very dangerous boss fight" paradigm has elements in face-to-face play that it lacks in silicon-based play, and 4e takes advantage of these facets well. If I want more setting/situation theme as a focus - or even deliberately kicking theme for story - I use other systems than D&D. Some stuff I have read leads me to think D&D could maybe handle such play - but I still have to see it for myself.I really don't think it's a case of "scared of Epic" all the time. It's frequently a matter of doing something personal. I hate to invoke the specter of video games, but going to a very dangerous place and having a very dangerous boss fight is something I can get elsewhere. I already beat up Satan this year in the latest game to carry the Castlevania name. What keeps me coming back to RPGs are the things I can't do in video games, and that means a heavy emphasis on stuff outside of fighting, and of being able to choose destinies other than "you go to a very dangerous place and have a very dangerous boss fight."
I agree that the character's motivations should be in the player's control, but if the player has no interest in playing Epic tier, I think it's a cop out to blame the character's motivations. There are ways to engage this sort of character to 'Epic' play - e.g. having turned the Thieves' Guild to good, s/he finds that the old, evil god of thieves' cult is still working against that goal. After putting them down a few times, it becomes clear that the real source of the trouble lies beyong this world - but if the problem is that the player doesn't want to engage in Epic play, the charater motivations seem highly unlikely to be the real reasons.Well, take a step back. What this approach does is define players' motivations for them. When someone says they're interested in a thieves' guild, you can't assume that they will be equally as interested in dealing with the divine agents of a god of thieves as they will in the personalities of their various lieutenants and allies that they've built up over the years. Even if it makes little sense for characters to be actively agnostic or atheistic, to many players a profound interest in the divine plays directly against the perception of an affable rogue.