Hey Axolotl mate!
Can I suggest that when you multi-quote in future, put a line (of space) between each quote. When I went to quote you there the entire list of comments was virtually one big chunk of text and its taken me a while to seperate them all. Thanks.
Axolotl said:
Fine by me you're the one who said they didn't like the blandness of 3rd edition epic.
So are you saying you like blandness?
I'd rather have exciting than bland. I'd rather have interesting than bland.
And why when posting you're revised classes did you go up to level 40?
My time is far from infinite.
It removes almost all mortal/immortal interaction as all immortals are more powerful than all mortals as standerd.
Mortal/Immortal interaction doesn't require one to be more powerful than the other. Simply that there is a reasonable enough threat.
Ok then, they want a bigger gulf between mortal and immortal.
I don't see how that adds anything to the game.
If the average party has 5 characters then you are limited as to what deities you can physically interact with and still have a chance/be challenging.
If one Intermediate Deity is equal to 10 demideities then your party (of 5) will be destroyed, thats not interaction - its suicide.
If one Intermediate Deity is equal to 4 demideities, then your party has a chance of victory.
How does even a 30th level charicter begin to challenge an Abomanation?
Your party is allowed to take on opponents tougher than any single individual of the party.
They're the equivelent to a quasi-deity (level 36 using you're rough calculations) but genrals have a power level closer to that of a demigod. (level 41) so using you're idea that each immortal level is equal to 3 mortal levels its (for the non-divine players) a level 55 (42 at the lowest).
Obviously if we have abominations in 4th Edition using these rules we'll have to spread their power out a bit rather than simply make them all quasi-deities since they all have different CRs in 3rd Edition. No sense giving them all the same CRs in 4th is there.
From what I've read on adventure design they're trying to make it so that ten goblins are as much of a threat to a 10th level party as one goblin is to a first level party. and since the entire XP and encounter level systems are based around this not increasing the window of interaction as much as possible would be nonsensical
Possibly, but I doubt 30 goblins will be as problematic to a 30th-level party as 1 goblin is to a 1st-level party. There'll be a cut off point of about 10 levels for that (over the core 30).
How does what type of power and Immortal has have anything to do with balencing them?
Its simply a matter of limiting damage output instead providing tangible game 'options' rather than yet another +1 to this, that or the other.
Which simply means any way of creating an immortal encounter level system would make it totaly incompatable with the standard system.
I don't think WotC can stave off the escalation of power outside the d20 bracket forever, but it will be interesting to see what they can do.
Which the system you propose does nothing to stop, it simply increases power per-level meaning that it escapes the d20 faster.
No, because the mathmatical power is lessened. Like I said, we go sideways with power rather than merely up.
Instead of +1 to a die roll, we might add flight etc.
Not that there won't be bonuses, just that they will be less prevailant.
The ultimate effect of which means you end up simply increasing power per hit dice, which simply means that you become incompatable with the standard encounter level system thus further damaging the window of interaction and mortal/immortal interaction.
Exactly. You cannot escape the inevitable, but you can try to postpone it for as long as possible.
If you wanted to reduce HD why not simply stop 31st+ level mortals from gaining HD and BAB instead meaning they only get bonus feats and class abilities?
Well for a start it would be cheating the levels. We'd still also have to create all those infinite class features. It would totally mess with balance.
How does allowing infinite mortal leveling stop that?
It kills any chance we have of keeping a tight rein on the d20 power bracket.
What needed fixing in 3rd edition?
Over reliance of buffs, over reliance on multiple bonuses, over reliance on magic items (sorted in Ascension), redundance of lower level spells at high level (sorted to a degree in Ascension), too many options, over reliance on math.
This is a very important question in designing a 4th edtion set of rules so as to avoid the pitfalls of earlier edtions. It would also allow the use of 3rd edtion epic as a springboard from 4th edtion rules.
I agree.
EDIT: Actually to expand upon this where did the epic rules do well? Not just the ELH either but what aspects from other epic level books (from any edition) are there that should be emulated or avoided? If I had any worth posting I'd post them

.
See my review on the website:
www.immortalshandbook.com/review2.htm
The most I could come up with essentially boiled down to moving everything up a tier (so Immortals gain quintessance from mortal worship, sidreals gain existentiance from immortal worship and so on). Other than that maybe gaining Existentiance based on the number of mortals/immortals living on the sidreals plane. Or gaining bosanance from control multiple layers/planes.
Its a tricky problem.
How do these talent trees work?
Like feat chains, but branching out like a tree.
Yes however as one book instead of eight.
So less total material then?
Maybe I can do an Ascension each year, Ascension II, Ascension III and have a few spells, portfolios and a few monsters in each.
Sound good, do you mean as the prestige class equivelents for 4th edition. From whats been said about them they interfere with the base class as little as possible, which would make them ideal.
I'll need to see 4th Edition first before I can answer that.
They have said Prestige Classes may not start to 21st-level.
So perhaps it would be Disciple 21-25 and Prophet 26-30.