Upper_Krust
Legend
Ltheb Silverfrond said:U_K!
Howdy Ltheb mate!

So, in H6, throne of bloodstone, one could run the old 1d1000 Balors thing.![]()
Yes. Although a few things of note. 4E Balors (in fact Balors from 2E onwards) are notably more powerful than their 1E incarnations. So you might want to scale that back a tad, although looking at my Unit rules, 1000 4E Balors would be roughly on a par with a greater god version of Orcus.
While I do miss those good old days of 3E/3.5E GMing, I certainly do NOT miss the work!![]()
Neither do I.

After looking at your Thrin conversion, I have a couple of questions about 4E Epic+ design:
Fire away mate.
(I am not exactly sure if you answered any of these before, so bare with me here...)
Don't worry about that.
1. Are you planning on altering the mechanical progression of dice-damage tables, 1/2 level bonuses, feats, and the like significantly from the Core design?
No. I was (a few months back) going to alter the ability score bonus expression, but I had that explained to me why its a bad idea.
The only thing I am planning on changing (and even that might change) is having Divine Abilities replace feats. So that instead of gaining a new feat at Level 31, you would replace a feat with a divine ability. Divine Abilities would be about twice as powerful as a single feat in 4E.
The reason for this is to keep 4E book-keeping to a minimum and cap the number of feats you can have at 18 (IIRC).
- I think it might be needed to keep the numbers from going askew, but there are so many factors a 30th level character can utilize that it is somewhat like the high-end 3E characters. (Although not as insane as playing a 30 level+ wizard in 3E)
The only real problem is the +1 tier difference in monster defense progression over PC attack progression, which is why Expertise was introduced. However, even that isn't really necessary since you'd expect a party of capable epic+ gamers to have some decent synergy bonuses in play during combat.
2. Do you plan on utilizing an 'absolutes' type system for your immortal design? (Based on the Thrin stats)
I think with 4E the trick is to give absolutes but sparingly. So that, for instance a PC Thrin might have an Encounter based power that means all his attacks hit that round (or something like that). But it won't destabilize the game because its only temporary.
- While certainly 'epic', absolutes are a bit clunky when they conflict. (Such as in the 3E IH: Perfect Attack vs Perfect defense: The PC takes perfect attack, and pretty much discards attack bonus, but then fights an enemy with perfect defense, where all that suddenly matters again!)
Another reason why 4E is better. You can have absolutes but they won't break the game.
3. What do you plan on doing with epic destinies and the magic item glut that are 30th level characters?
- Unless you are making a 30th level character 'from scratch', the character would easily have dozens of magical items at their disposal by 30th level, with the included dozens of modifiers to go with them.
I'll be looking into that more when I get deeper into thats books production, although at a glance I think you can only have 10-11 items functioning at one time, also the main difference between 3E and 4E items is that the latter are less multifaceted and far more focused.
So a weapon for an epic 3E character might have ten different properties (or more if its intelligent). While in 4E it will have one property with maybe one activated special ability - that makes a big difference.
- Epic destinies are also a bit of a design headache: At 30th levels, the designers gave each one a 'win the game' power. Seriously, if the player cannot break the game over their knee with their 30th level power, they must be trying hard not to! Example: The Lorekeeper epic destiny easily can provide infinite healing-surge-less healing and the Swordmage epic destiny can do monstrous things with heavy-blade opportunity and Dimensional Charge.
Thats true, and without revising every epic destiny (something I have no intention of doing) I think what you have to do is make the monsters a lot more nasty. By nasty I don't simply mean bigger levels and more damage, I mean different damage types (Void, Atomic, Divine etc.) that will mess up players, inflicting different conditions, etc.
4. Ability-score scaled abilities: What to do with them.
- The wizard's Orb of Imposition, as an example. Powers that have a non-damage effect based on an ability score (sliding X squares, -X to saves/defenses, +X to attack rolls; things that Players Handbook classes can do, let alone additional source books)
- These abilities get out of hand if ability scores keep improving. While the 'Orb can only get, at best, -10 to the targets saves from demigod, what happens when the max level is 60? Oh, I am sorry mr. Nexus Dragon, but you are minus forty to saving throws. I cast "ultra-epic stunlock 9!" (Or whatever obscene synergy a player might employ)
I'm not sure yet, its definately a problem with an ability score based mechanic affecting saving throws. Probably the biggest problem facing epic+ games.
One possibility is that you would revise the saving throw so that it was based on the Wizards Bonus, minus the targets bonus, does that seem a tad clunky?
Another method is to allow it as written, but give the target ways to break the effect.
But if you could ban/revise any type of power from 4E, this would probably be it.
I imagine I'll come up with something. In the meantime, mega and larger size monsters are already immune to status effects from smaller opponents, so the stun-lock thing won't work on Godzilla.

These kinds of things stick out to me like a sore thumb; I don't know, but I have been writing adventures for my 4E home games and designing almost all the (hundreds of) monsters for them from scratch for two years now, and those things jump out at me as the big hurdles to epic+ level games.
The 'stun-locking' threat (especially vs. Solo Monsters) is the real problem facing epic+ games in 4E. I wouldn't worry about the rest.