Rule of Three finally addresses an important epic tier question!

The PCs will have 10 dwarf crossbowmen, 5th level artillery, as well as 52 infantry, while the Chaos force has 15 orc bowmen, 4th level artillery, and 75 infantry.

Just to point out I stopped reading the post about there. But I hadn't thought to stop reading before that as it was about design rather than specifics meaning that I have been spoilered a little. (Not that I think it will matter).
 

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I think this is probably just a taste thing, but my taste goes the other way. If anything, I'm toying with the idea of speeding up advancement - my group plays every two to three weeks on a Sunday afternoon (probably a little fewer than 20 sessions a year, each of a little less than 4 hours), and we don't play all that speedily. At the moment we're probably 4 sessions per level, and I'd be happy for that ratio to drop to 3 sessions per level. (At the moment I'm just trying to achieve that via more quest XP, because I know that if I start applying multipliers to XPs gained I'll make an error somewhere and muck up my bookkeeping.)

Re speed, I feel the same way - it seems to take a bit too long to level in 4e, especially for the first few levels of Heroic. I've tried various things, including loads of quest XP; a couple I'm trying shortly are (a) starting at 3rd & (b) in a different game, using all-1/2-hp monsters but giving full XP for them.
 

Just to point out I stopped reading the post about there. But I hadn't thought to stop reading before that as it was about design rather than specifics meaning that I have been spoilered a little. (Not that I think it will matter).

I think you will still be able to gain some enjoyment from the session. :p
 

See, the notion expressed before the snippage is one that I think needs to be nipped in the bud! (Or rather, given that it's already pretty widespread, and hence has already budded - so maybe it's a notion that needs to be weeded out!)

The mechanical scaling in 4e makes more sense, in my view, as a device for pacing the players through the story elements of the game - start with kobolds/goblins, end with Orcus/Lolth. There's no need to see the mechanical scaling as modelling "quanitites" of increasing power in the actual gameworld.
Well, I definitely agree that what XP is in 4e would simply be pacing. But what players I've encountered seem to want it to be is the powerup that it used to be.
Of course it's obvious that a demigod is more powerful, in the gameworld, than the same PC was as a 1st level hero. But we don't need to put any sort of ingame metric on that increase in power - and even if we want to do that, there's no need to envisage it as corresponding to the mechanical metric.
To me, it's much less obvious than in previous editions. Players are very aware of the mechanics, and they seem to view level X monster of type Y as a level X monster more readily than as a monster of type Y. I am, however, going to give the whole scaling-by-type (ie: solo/elite/standard/minion) thing more of a try; I don't think that it's not good advice. But anything that will help me convince the PCs that these are actually the same gnolls that they fought earlier, and not just a mechanically different monster that I'm calling those gnolls I think would end up being helpful.
I don't think a game where PCs can end up as demigods is ever going to be gritty, but I don't think the powerup has to work in a way that is at odds with good, mainstream fantasy storytelling.
I agree, I was simply trying to make clear my preference / bias. I'd like to run a good epic game, but my general preference is for lower-level stuff.
I don't agree with the latter sentence, for the same reason others have given - there are higher-level minion versions of many of the standard humanoids, and where they don't exist in the published rules they're just about the easiest monsters to houserule in.
As above, I'm going to be giving this a try, but so far I've had a hard time getting the players to really equate two monsters that differ in both level and role. Rather than cancel each other out, having both differences seems to make the issue worse, IMO.
And as for the first sentence - there is no power gain in the metagame. The game should, if anything, get more challenging over time as PCs become more complex to manage, and the ingame circumstances more complicated. But in the gameworld there is a very noticeable growth in power - the hero is now a demigod. A good GM should be bringing this out at the forefront of play - and good epic rulebooks (which don't really exist now, outside bits and pieces from Plane Below, Plane Above, Demonicon and Underdark) would help a GM become this sort of good GM.
Yes, I'd definitely like to see more about this. I don't think I have a huge issue mapping the change in the place of the PCs into the game world, although I may be guilty of making things early on seem too important. However, what I'd really like to see is ideas for moving this into the mechanics and "tactical play", which I find is a major draw for the players, takes up most of the time at the table, and can easily overshadow the story in 4e.
I tend not to agree with Ari Marmell's recent blog that says this requires a new mechanical approach to play (such as domain rules or similar). Rather, I think it needs good advice on how to build skill challenges of an appropriately epic flavour (because, for the reasons others have given, at these levels you want to reduce the proportion of challenges that are combats) and how to make the combats that take place at these levels truly epic and otherworldly in scope. I think the notion of a "filler" combat encounter is pernicious at any level of play, but doubly so at epic.
I think either would help, actually. =] But, yeah I don't think you "require" new mechanics (unless that's specifically what WotC is looking to publish), and the advice would seem like a more logical first step before new mechanics.
I haven't found this to be the case GMing Rolemaster into epic levels, and I'm not expecting it to be the case in 4e either.
I certainly don't expect my experiences to be universal, but what I've seen in my games (and from talking to players) leads me to believe that they're looking for the same kind of experience from leveling in previous editions, that they don't really feel fully satisfied that they're getting it, and that they tend to want to speed up advancement to compensate (which I don't think it does, really).
Ron Edwards has a phrase I like, and that I'm going to quote only a little bit out of context (he was talking about The Pool) - a game like 4e, which tends to rely heavily on the GM framing the ingame situations with which the players engage via their PCs (be they combat encounters or skill challenges), depends on trust at the table, as a group, that the GM's situations are worth anyone's time.

So I don't think 4e erodes the idea that players should trust the GM. It depends upon that trust. But what it does do (in my view) is (i) give GMs tools (the mechanical scaling, encounter building guidelines, DCs etc) to create situations that they can be confident in running at full tilt without being worried that they've been unfair to their players, and (ii) give players tools for engaging and taking charge of the situation, because action resolution is less dependent on GM-fiat than in earlier (especially but not only AD&D) editions of the game (eg skill challenges create an alternative framework to mother-may-I or open-ended resolution for non-tactical encounters, and powers plus page 42 and the support for that in the new skill descriptions create a similar alternative within the tactical sphere).

And in my view (and experience - admittedly with RM rather than 4e) this is all conducive to good epic play, provided that the GM is able to create situations that are worth anyone's time. I think WotC needs to provide more support for this - both at the thematic/story level, and also at the mechanical level (as I said above, not new mechanics, but advice on how best to use the mechanics that the game already gives us).
Well, we had a situation a month or two ago in my Dark Sun game where I had to make a call during a combat (which was already kind of going on too long), because I didn't think we could find an answer in the rules in a timely manner. At the time there was a bit of argument and bad feelings about it, despite the fact that it really wasn't a major thing. When I went back to try and smooth things over and find out what went wrong, the responses I got ranged from "Well you should have just said that's how the rules read" (which I was not 100% sure of at the time) to basically "Oh, sorry man, I really don't know what came over me". All of my players resisted the idea that I should make a call and we should move on because, in the heat of the moment, "that's not how 4e is played" was what popped into their minds. RAW in 4e is more important, IME, than in previous editions - and I think that's a side-effect (for me at least) of the fact that 4e RAW is pretty damn good.

The situations are a different thing, but that can be an issue as well. If I throw down the battlemat and lay out minis, I have got a huge advantage in convincing the players that the situation is worth their time. (And this is very much despite the fact that there are concerns that we spend too much time running combats.) 4e has made combat the focus of the game in a more significant way than previous editions (for me - I suspect from some of what I've read / heard that this goes back further, and perhaps in some cases has just always been the case, for some players). And actually I was going to contrast that with non-combat situations, but trying to come up with specific examples I think that if the PCs are there then the players are pretty much ready to go. So maybe not an issue (I may be misreading the meaning of "situations"?).
I think this is probably just a taste thing, but my taste goes the other way. If anything, I'm toying with the idea of speeding up advancement - my group plays every two to three weeks on a Sunday afternoon (probably a little fewer than 20 sessions a year, each of a little less than 4 hours), and we don't play all that speedily. At the moment we're probably 4 sessions per level, and I'd be happy for that ratio to drop to 3 sessions per level. (At the moment I'm just trying to achieve that via more quest XP, because I know that if I start applying multipliers to XPs gained I'll make an error somewhere and muck up my bookkeeping.)
I definitely believe it's a taste thing. Personally I feel like if I had more time to develop stuff then I could run a much better game at higher levels. I think that it should work to make maintaining a longer-term fictional continuity (ie: these are those gnolls you fought before, this is the guy who sent those assassins against you back then, etc.) easier for me to maintain. On the gnolls example, for instance, it seems to me that the longer between the first and second meetings the easier it ought to be for the players to look past the mechanical differences.

But my players generally want faster advancement, not slower. And I feel that this tends to result in not only a serious fixation on getting new "stuff", but also draws a lot of focus away from "what does my character do" towards "what does that new power do, again?" And I'll add that I'm much more ready to deal with rapid advancement as a DM than as a player. The need to just constantly be updating my character and adding new (and fairly meaningless, IMO) items is a big turn-off and definitely makes me pause before sitting down at the table as a player in a 4e game again...
 

I think this is probably just a taste thing, but my taste goes the other way. If anything, I'm toying with the idea of speeding up advancement - my group plays every two to three weeks on a Sunday afternoon (probably a little fewer than 20 sessions a year, each of a little less than 4 hours), and we don't play all that speedily. At the moment we're probably 4 sessions per level, and I'd be happy for that ratio to drop to 3 sessions per level. (At the moment I'm just trying to achieve that via more quest XP, because I know that if I start applying multipliers to XPs gained I'll make an error somewhere and muck up my bookkeeping.)

I've done this...it didn't work out well. The problem is that the players need some time to get used to the new power mix that they get, and I found that my players had a really hard time keeping up with an accelerated leveling.
 

Yeah, accelerated leveling is okay at heroic but you don't want to do it too fast at epic. PCs need time to get to grips with what they do and figure out the tier. This is one reason that I take little stock of peoples random one shot epic playtests. There is the world of difference between playing consistently through epic tier compared with just jumping a billion levels very quickly.
 

Yeah, accelerated leveling is okay at heroic but you don't want to do it too fast at epic. PCs need time to get to grips with what they do and figure out the tier. This is one reason that I take little stock of peoples random one shot epic playtests. There is the world of difference between playing consistently through epic tier compared with just jumping a billion levels very quickly.
Even at heroic I think players could use more time to come to grips with their characters. That's one of the reasons I'm not a huge fan of a 30 level spread. I've been thinking of maybe running something with one and a half times as long between level-ups, but jumping two levels each time. You end up with more new stuff to come to grips with at each "bump", but I think otherwise it looks like it should be the best of both worlds. It should then take about 75% as much time to get to epic level (much increasing the chance of actually seeing the tier in play) while still hopefully having more play where players aren't trying to figure out their new "stuff". Does that sound reasonable, or am I missing something?
 

Well, I definitely agree that what XP is in 4e would simply be pacing. But what players I've encountered seem to want it to be is the powerup that it used to be.

<snip>

I certainly don't expect my experiences to be universal, but what I've seen in my games (and from talking to players) leads me to believe that they're looking for the same kind of experience from leveling in previous editions, that they don't really feel fully satisfied that they're getting it, and that they tend to want to speed up advancement to compensate (which I don't think it does, really).
This is interesting, and different from my players. My players like the "power ups", but they tend to see it in terms of PC capabilities ("Now my guy can do this thing - like pull all the monster and knock them prone - that he couldn't do before.") I think they take for granted that the challenges they face will be correspondingly more difficult, so they'll need the powerups.

What (I hope, and believe) stops this seeming like a stalemate/running-to-stand-still state-of-affairs is that the new challenges are more complex in various ways, both mechanically and in the fiction. So the reward for the powerups is not winning more easily, but rather being able to engage a different sort of challenge that is an observable development in both mechanical play and fictional circumstances.

My own view is that, given that (at least as I see it) this is the sort of play experience 4e supports, the GM guidelines should say a bit more about how it can be done.

Players are very aware of the mechanics, and they seem to view level X monster of type Y as a level X monster more readily than as a monster of type Y.

<snip>

I've had a hard time getting the players to really equate two monsters that differ in both level and role. Rather than cancel each other out, having both differences seems to make the issue worse, IMO.

<snip>

Personally I feel like if I had more time to develop stuff then I could run a much better game at higher levels. I think that it should work to make maintaining a longer-term fictional continuity (ie: these are those gnolls you fought before, this is the guy who sent those assassins against you back then, etc.) easier for me to maintain. On the gnolls example, for instance, it seems to me that the longer between the first and second meetings the easier it ought to be for the players to look past the mechanical differences.
This is also different from my group, and I can see how it would cause the sort of problems that you're talking about. My players are pretty ready to treat my description of the fictional situation as primary, and to fit the mechanical expression of a game element (be it a monster, a trap etc) into that fiction, rather than vice versa. So (as one instance) no one at my table batted an eyelid when the 10th level PCs had some trouble with a swarm of stirges, even though the last time they had fought stirges (and found them challenging then too) was 1st or 2nd level. But the encounter didn't make them feel like nothing had changed since first level - because unlike the earlier encounter it took place on the roof of a ruined temple at the edge of a 20' drop, and the only way the bulk of the PCs could get up there to help the scouting ranger was by the wizard casting Dimension Door. So it respected and rewarded their level-ups without requiring a one-for-one projection of those mechanical changes onto the ingame fictional situation.

Whereas it sounds like your players are exactly vice versa - ie trying to read the fiction off the mechanics even when you're trying to tell them what the ficiton really is. I think 4e is probably a much harder game to run for those sorts of players - with the difficulty getting greater the more rapid and extensive the level gain - for all the obvious reasons you've talked about in this thread.

The situations are a different thing, but that can be an issue as well. If I throw down the battlemat and lay out minis, I have got a huge advantage in convincing the players that the situation is worth their time. (And this is very much despite the fact that there are concerns that we spend too much time running combats.) 4e has made combat the focus of the game in a more significant way than previous editions (for me - I suspect from some of what I've read / heard that this goes back further, and perhaps in some cases has just always been the case, for some players). And actually I was going to contrast that with non-combat situations, but trying to come up with specific examples I think that if the PCs are there then the players are pretty much ready to go. So maybe not an issue (I may be misreading the meaning of "situations"?).
By "situations" I'm meaning more-or-less what the 4e rulebooks call an encounter or a challenge - that is, the ingame/fictional circumstance that the PCs find themselves confronted by, and that they have to try and engage with and/or resolve in some fashion. So as far as I can tell you got the meaning fine!

I try fairly hard to make sure each situation in the game has some sort of connection to the key themes of the campaign/PCs -even if it's just an evocation achieved by a monster origin. For example, I have a drow PC who is a member of a Corellon-worshipping secret cult, and whose goal is to undo the sundering of the elves - just putting fey creatues into an encounter makes it speak to the player of this PC in a way that it otherwise might not, and then as the encounter actually resolves it's likely that the player will inject something into that I can pick up on, or vice versa, so that the encounter starts to become a part (even if just a small part) of the bigger picture of the campaign.

The idea is that, over time, these small pictures build up and provide the foundations for epic adventuring. (Quite a bit upthread Barastrondo posted about the problems in making epic tier speak to players who have built up their PCs in terms of character and social position in the prosaic mortal world. The technique I've just described is the one I use to try and straddle this gap, so that the more prosaic stuff that happens at heroic tier leads naturally into, rather than sits in odd contrast with - or even worse, is retrospecitvely rendered irrelevent or meaningless or worthless by - epic tier.)
 

What (I hope, and believe) stops this seeming like a stalemate/running-to-stand-still state-of-affairs is that the new challenges are more complex in various ways, both mechanically and in the fiction. So the reward for the powerups is not winning more easily, but rather being able to engage a different sort of challenge that is an observable development in both mechanical play and fictional circumstances.
I think it's possible that what I'm seeing may be impacted by the fact that I've only played in a rather narrow level range so far in 4e. My current DS game just jumped from level 13 to level 15 (big dungeon, it made more sense this way, even if I think it was a bit rushed...), from starting at 11th. And previously I hadn't seen play above 5th... This was due to both campaigns that petered out and continuous scheduling conflicts.
I try fairly hard to make sure each situation in the game has some sort of connection to the key themes of the campaign/PCs -even if it's just an evocation achieved by a monster origin. For example, I have a drow PC who is a member of a Corellon-worshipping secret cult, and whose goal is to undo the sundering of the elves - just putting fey creatues into an encounter makes it speak to the player of this PC in a way that it otherwise might not, and then as the encounter actually resolves it's likely that the player will inject something into that I can pick up on, or vice versa, so that the encounter starts to become a part (even if just a small part) of the bigger picture of the campaign.
That's cool - and it's something that I've striven towards in my games. In 1e it worked really, really well. However it's been hard for me in that, going back to when I got back into D&D just before 3.0, I've noticed a definite tendency for players to expect access to every source when creating their characters, and to treat character creation as a sort of self-contained mini-game played away from the table. (As opposed to rolling a few dice and then deciding what, if anything, was interesting about the character when and if it survived a few levels... "Hey Robbie, have you named your thief yet?" "Nah, he's still only got 3 hit points, hardly worth it"... =] )

One of the results of this is that I'm often much, much less interested / enthusiastic about the PCs. And I've noticed this between players too - when a player came to me with a great (and fairly short) background story I had to fight to get her to let me pass copies to the other players, who then really just ignored it... And I keep finding myself running into character stuff (or even whole characters) that I am just not interested in.

Drow, for example, really don't excite me much; I could get excited about a Drow character, but not just because it's a Drow. And so it really bothers me when I ask a player what's awesome about his character and he says "It's a Drow!" but can't come up with anything else - I feel like I can't really live up to my obligations as DM at that point. And I keep feeling like players are basically coming to me and saying "My guy's a Drow, and Drow are awesome! I have no idea why Drow are awesome, but I'm sure you'll come up with something!" =/ And I have no idea... (Sorry to pick on Drow, they're an easy target and I feel like they where just so much cooler when they where a big mystery, back before G3... Then they basically just jumped the shark.)
 

Yeah, accelerated leveling is okay at heroic but you don't want to do it too fast at epic. PCs need time to get to grips with what they do and figure out the tier.

Even at Heroic, 4e levelling is just slightly too slow; it's not a huge deal. My 4e 'Vault of Larin Karr' group where I DM a sandboxy campaign took 5 4-5 hour sessions to hit 2nd level, and were averaging around 4 sessions to level. I think 3 sessions to level would be about right, maybe a 25% increase in levelling rate. Part of it is that the 4e designers seemed to assume people would sit down and play through 4 encounters in 4 hours, but 4 4e combats in 4 hours can be a terrible slog; in a sandbox game especially we average far less, one session had a single encounter with a troll & his orc friends.
 

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