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4th Edition and the Immortals Handbook
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<blockquote data-quote="Fieari" data-source="post: 4429819" data-attributes="member: 16221"><p>Krusty,</p><p></p><p>I've been DMing an epic level game PbP here: ( <a href="http://forums.somethingawful.com/showthread.php?threadid=2901601" target="_blank">http://forums.somethingawful.com/showthread.php?threadid=2901601</a> ) and have a few more comments to add.</p><p></p><p>1) Solo and elites have a LOT of hp. (I used stats for Astral Stalker, Elder Blue, made stuff up for the nymph, and changed the fluff a fair bit. I also tweaked the Astra Stalker to make it able to go invisible as a minor action) I mean, too much. I finally cut the first combat short because of it. At the current rate of HP attrition, it would have gone on 4 times as long at least, and the players were running out of their powers.</p><p></p><p>2) Missing is VERY common, as you said. That said, however, the abilities that were the most fun were the abilities that increased chances of success later. Check out "Ernesto" getting +7 to his attacks for most of the encounter, and henceforth never missing again.</p><p></p><p>Other things that were fun: Rerolls, and multiple attacks with a single action. I realize that the 3e attack progression was incredibly boring due to all the rolls, most of which didn't actually matter-- but when making two attacks at your highest rating, that's fun. Add in action points for additional actions, and you get really good stuff.</p><p></p><p>A suggestion for Immortal levels? Allow an action point every encounter, not every other encounter. Also consider allowing two action points per encounter at higher tiers. Suggestion:</p><p></p><p>Exalted: 1 action point per encounter</p><p>Immortal: Can SPEND two action points per encounter, still gain at a rate of 1 per.</p><p>Supernal: Gain 2 per.</p><p></p><p>And so forth.</p><p></p><p>Basically, the game is based around the economy of actions. I think you can expand that economy at higher levels, especially if everyone can do it.</p><p></p><p>3) Situations where only one player knows something about the enemy is fun. Obviously, this is group dependent, but when I privately told one player where the invisible guy was, but not anyone else, it created some fantastic teamwork... particularly with one player blindly setting off an area effect where he GUESSED that the invisible guy was, and the guy with knowledge using a push effect to move the invisible guy into that area. That's fun. That's teamwork.</p><p></p><p>Tactical options NEED to be considered, at EVERY tier. In fact, as tiers go up, more tactical options should be ADDED, and none should be removed.</p><p></p><p>4) Area effects are also fun. There NEED to be more Controller classes. This will be rectified at the Heroic tier as well, of course, but since you're making whole new "classes" at 30+ levels, this needs to be taken into consideration.</p></blockquote><p></p>
[QUOTE="Fieari, post: 4429819, member: 16221"] Krusty, I've been DMing an epic level game PbP here: ( [url]http://forums.somethingawful.com/showthread.php?threadid=2901601[/url] ) and have a few more comments to add. 1) Solo and elites have a LOT of hp. (I used stats for Astral Stalker, Elder Blue, made stuff up for the nymph, and changed the fluff a fair bit. I also tweaked the Astra Stalker to make it able to go invisible as a minor action) I mean, too much. I finally cut the first combat short because of it. At the current rate of HP attrition, it would have gone on 4 times as long at least, and the players were running out of their powers. 2) Missing is VERY common, as you said. That said, however, the abilities that were the most fun were the abilities that increased chances of success later. Check out "Ernesto" getting +7 to his attacks for most of the encounter, and henceforth never missing again. Other things that were fun: Rerolls, and multiple attacks with a single action. I realize that the 3e attack progression was incredibly boring due to all the rolls, most of which didn't actually matter-- but when making two attacks at your highest rating, that's fun. Add in action points for additional actions, and you get really good stuff. A suggestion for Immortal levels? Allow an action point every encounter, not every other encounter. Also consider allowing two action points per encounter at higher tiers. Suggestion: Exalted: 1 action point per encounter Immortal: Can SPEND two action points per encounter, still gain at a rate of 1 per. Supernal: Gain 2 per. And so forth. Basically, the game is based around the economy of actions. I think you can expand that economy at higher levels, especially if everyone can do it. 3) Situations where only one player knows something about the enemy is fun. Obviously, this is group dependent, but when I privately told one player where the invisible guy was, but not anyone else, it created some fantastic teamwork... particularly with one player blindly setting off an area effect where he GUESSED that the invisible guy was, and the guy with knowledge using a push effect to move the invisible guy into that area. That's fun. That's teamwork. Tactical options NEED to be considered, at EVERY tier. In fact, as tiers go up, more tactical options should be ADDED, and none should be removed. 4) Area effects are also fun. There NEED to be more Controller classes. This will be rectified at the Heroic tier as well, of course, but since you're making whole new "classes" at 30+ levels, this needs to be taken into consideration. [/QUOTE]
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