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<blockquote data-quote="Rhuarc" data-source="post: 5565914" data-attributes="member: 15872"><p>I hoped you would elaborate a bit, do you plan to have one, two or three more tiers after that (just for the sake of presenting a complete framework of course)? And would the level range in the higher tiers also be always 10?</p><p> </p><p></p><p></p><p></p><p>Exactly. Of course one needs to alter his view of epic characters if the game is changed in this way, but almost the same goes for your changes of the current epic monsters and how they should impact the game.</p><p></p><p></p><p></p><p></p><p>Hey, if we team-up it will only take us 50 years. We might even be able to see it through till the end <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>By the way, as we just touched this part of the game, I don't want to pry any secrets from you, but could you please give me a hint about what you are planning to introduce as new abilities of immortal characters?</p><p>Will there be divine feats replacing epic feats? Or a set of divine powers for everyone to choose from? Will these have for the most part any prerequisites? Maybe creating new classes or expanding the current classes? Or even go with the idea of portfolios and getting powers associated with them?</p><p></p><p>Just want to get a basic understanding of what you think will be best for granting the characters new powers, not any details about them. Would be very helpful for my own plans and ideas.</p><p></p><p></p><p></p><p></p><p>1. Well, that depends. Is your goal to reach godhood? Or is it just to expand the game with a higher "more epic than epic" feeling? For me it is certainly the latter one. As long as I can give the players new, awesome powers and items to play with and can get them to face the many cool enemies I have in store for them, it's all fine. This doesn't have to be as full-fledged gods right away in my opinion. Also, if we are totally honest, how many campaigns would you see in reality that go from level 1 to level 40? Most of the time players will just create level 2x characters and go from there to explore the higher tiers.</p><p></p><p>2. Of course, but I think the framework of rules in 4E is solid enough to grant a more or less balanced game even in very high levels. We, as the creators of the new rules, just need to be very careful of what we are changing and adding to it. </p><p>Epic spellcasting for example was flawed from the very beginning and you had to invent a whole new ruleset to make it work again at high levels. The power system of 4E would not break down that easily in my opinion.</p><p></p><p>3. True, but I think as long as encounters are as fun and rewarding as in any of the lower tiers, it should be fine. Of course you need to create new powers according to the higher status of the foes, but the main focus (as in all other tiers as well) shouldn't be combat. The story around it is what really matters and if you can introduce monsters and adversaries with a fitting legendary background, it won't be that awful if some of them will look like reskins in the eyes of DMs (also, and this is overall an important tool, if the DM can change the monsters name, appearance and power names well enough, the players will never know it's a simple reskin and not a brand new critter).</p></blockquote><p></p>
[QUOTE="Rhuarc, post: 5565914, member: 15872"] I hoped you would elaborate a bit, do you plan to have one, two or three more tiers after that (just for the sake of presenting a complete framework of course)? And would the level range in the higher tiers also be always 10? Exactly. Of course one needs to alter his view of epic characters if the game is changed in this way, but almost the same goes for your changes of the current epic monsters and how they should impact the game. Hey, if we team-up it will only take us 50 years. We might even be able to see it through till the end :p By the way, as we just touched this part of the game, I don't want to pry any secrets from you, but could you please give me a hint about what you are planning to introduce as new abilities of immortal characters? Will there be divine feats replacing epic feats? Or a set of divine powers for everyone to choose from? Will these have for the most part any prerequisites? Maybe creating new classes or expanding the current classes? Or even go with the idea of portfolios and getting powers associated with them? Just want to get a basic understanding of what you think will be best for granting the characters new powers, not any details about them. Would be very helpful for my own plans and ideas. 1. Well, that depends. Is your goal to reach godhood? Or is it just to expand the game with a higher "more epic than epic" feeling? For me it is certainly the latter one. As long as I can give the players new, awesome powers and items to play with and can get them to face the many cool enemies I have in store for them, it's all fine. This doesn't have to be as full-fledged gods right away in my opinion. Also, if we are totally honest, how many campaigns would you see in reality that go from level 1 to level 40? Most of the time players will just create level 2x characters and go from there to explore the higher tiers. 2. Of course, but I think the framework of rules in 4E is solid enough to grant a more or less balanced game even in very high levels. We, as the creators of the new rules, just need to be very careful of what we are changing and adding to it. Epic spellcasting for example was flawed from the very beginning and you had to invent a whole new ruleset to make it work again at high levels. The power system of 4E would not break down that easily in my opinion. 3. True, but I think as long as encounters are as fun and rewarding as in any of the lower tiers, it should be fine. Of course you need to create new powers according to the higher status of the foes, but the main focus (as in all other tiers as well) shouldn't be combat. The story around it is what really matters and if you can introduce monsters and adversaries with a fitting legendary background, it won't be that awful if some of them will look like reskins in the eyes of DMs (also, and this is overall an important tool, if the DM can change the monsters name, appearance and power names well enough, the players will never know it's a simple reskin and not a brand new critter). [/QUOTE]
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