Tellerian Hawke
Defender of Oerth
The phrase "Work smarter, not harder" comes to mind.
You know what? That was EXTREMELY insightful, and useful to me. Thanks.

The phrase "Work smarter, not harder" comes to mind.
What I really wanted to point out is that it's all in your approach; if the players are having fun, and wish to continue (the way mine did) why crash the party at 13th level?
The point to this being that we got the idea early on that you were supposed to keep your characters, so that they, too, could have a tower and five henchmen, or whatever else high level characters were supposed to have.
The character that my account name is named after (Tellerian Hawke) is a character I have had since I first started D&D in 1979. He started out with a different name, and he was re-vamped across several editions, but he has stood the test of time, and is now an NPC.
I'm not trying to disparage you, or judge you, or whatever; I'm merely saying that perhaps it would be fun for you to try doing an epic campaign.
I'm not trying to disparage you, or judge you, or whatever;
These words mean something like the opposite of what you think that they mean. If you really wish the sentiment to be true, then don't say them. Simply say what you mean without preamble.
Exactly what rules am I not enforcing?
I don't know. What rules aren't you enforcing?
No.Are you skipping over movement on a grid?
No.Are you ignoring spell components?
No, but then I generally trust my players not to cheat. When they are cheating, I usually catch on fairly quickly.Are you making sure players HAND you the spell lists they have ready and are you checking them off as they use them?
Yes.Are you enforcing resting times?
Wealth by level? No, but I assure you that in general my players are beneath the wealth by level guidelines most of the time. In any event, this has nothing to do with my point, nor do I want to get into another argument about what is a rule and what is a guideline. Suffice to say that, if I wasn't enforcing the WBL guidelines, it still wouldn't make it not true that survival as an epic level character is predicated on absolute immunities.Are you enforcing WBL and hitting the players with XP penalties?
Err what? Have you skipped over to 1e or something. I don't know what you mean by this exactly, but in any event it doesn't really matter.Are they multiclassing and violating the max level rules?
In high level play you NEED to enforce ALL the rules or the players will walk all over you.
Player got together the equipment to make a 200,000 gp magic item. That's 200 days to create in game time. We go about 3-4 sessions to cover one game day. He ain't finishing it any time soon.
However, again, this is all a tangent. The original assertion is simply factually. Among other things you have to take into account, if you can't survive a very large number of attacks from low level spellcasters simultaneously, then your epic level character is simply toast. If for example, you are going up against Mephistopheles - which is RAW a fairly low level epic opponent - some consideration must be made for the fact that he can trivially arrange you to be attacked by 100's or 1000's of greater devils who loyally serve him, often have teleport capabilities, and have ranged magical attacks.
So here's the deal: after a period of "refreshing my memory," I find that I am as sharp as I ever was with 3.0 rules. But I have also been looking at my 3.5 books, and wondering whether or not I should convert. There are a few nerfs that I don't like (Time Stop and Haste, for example) but overall, 3.5 looks to be a nice refinement of the 3.0 system.
My question is: Should I bother to switch to 3.5? If so, how will I handle the overwhelming task of taking an epic party whose average level was 42nd, and re-making them in 3.5 format?!? Or, are there any well-known hybrids out there? (i.e., Keep the core 3.0 rules, and just adopt these 12 feats, these 9 spells, and these 18 items, etc. from the 3.5 system as add-ons)
2 of the 5 have Death Ward items
2 of the 5 are immune to all Death attacks
1 of the 5 is vulnerable, but that's the guy with the best Fort save. [And that guy is immune to all forms of poison. So none of the poison spells work on him.]
All of them have AT LEAST 35/+4 DR and 32 SR.
Some of them have better SR.
Some of them have better DR.
2 of the 5 have items of Spell Turning.
1 of them is immune (via a ring) to all elemental damage.
4 of the 5 have Fire Resistance 50
1 of the 5 is immune to fire completely
All of them have Mind Blank, continually active.
2 of the 5 have 95% protection from critical hits (Heavy Fort armor) [* = in my game, Heavy Fort armor won't completely protect you from crits. It's only 95%.]
1 of the 5 is undead, and therefore immune to critical hits.
On top of all of this, they also have access to that epic spell I mentioned above (Heroic Ward.)
But one of the things I pride myself on is that in my game, there is no such thing as "unlimited power," or as an "unkillable foe." No matter how epic you are, you can still die tomorrow from a lucky shot.
When you are designing a monster for epic level 50, how do you know what hit bonus the creature should have? Some epic characters at that level might have an AC of only 40, but some others might have an AC of 90. The range of possible values is so far beyond the range that you can roll on a d20 that all you can do is pull a number out of a hat and hope that sometime, somewhere, the number isn't always an auto-hit or an auto-miss. I only see two options:
Find some ways of introducing abilities that circumvent or modify the to-hit vs. AC mechanic. The aforementioned touch attacks are one such idea.