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A pair of numbers-based issues: how do you all handle them?
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<blockquote data-quote="Upper_Krust" data-source="post: 7796986" data-attributes="member: 326"><p>Howdy Rantrite! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>S'mon was nice enough to email me about your post.</p><p></p><p></p><p></p><p>Yes I am not sure 3/3.5/Path is the best system for Epic/Immortal Gaming to be fair.</p><p></p><p>4th Edition might have worked but not with the way Player Character Classes were designed.</p><p></p><p>Ironically 1E/2E and dare I say it 5E are almost certainly the best.</p><p></p><p></p><p></p><p>Okay fire away.</p><p></p><p></p><p></p><p>The best approach is some sort of AC cap. 1E/2E had a cap of AC -10 (AC 30 in 5E terms). But there were a few ways to bend the rules on that with artifacts and stuff like that. </p><p></p><p>Now that I have gotten to play a good bit of high level 5E I suspect that method may be the best for Epic Play.</p><p></p><p>Think of epic play to be like reaching the Level Cap in World of Warcraft*. You don't want numbers (specifically attack bonuses and AC) to keep going up, instead you want them to plateau with maybe tiny incremental bonuses. As S'mon notes you can still increase things like HP and Damage; you primarily don't want Attack/AC to become irrelevant because it becomes too difficult to balance the game.</p><p></p><p>*never played it myself but I am loosely familiar with it.</p><p></p><p></p><p></p><p>Sounds a bit complicated.</p><p></p><p>What level of play are you wanting to play at?</p><p></p><p></p><p></p><p>As S'mon noted Immortal Characters generally hit enemies on a '2', meaning the big question was whether you crit or whether you miss.</p><p></p><p>I sort of attempted this in 3E with the Immortals Handbook. But unlimited math gets out of hand and is unnecessary.</p><p></p><p></p><p></p><p>I have some ideas of how to do Planet (and bigger) sized monsters in 5E without breaking the rules in the PHB/DMG/MM.</p><p></p><p>If you tie HD to attack bonus (as 3E does) then your system scaling may as well be thrown out the window.</p><p></p><p></p><p></p><p>The best approach is the opposite. You need to use a system like 1E/2E or 5E which massively caps/reduces the math to something more practical.</p><p></p><p></p><p></p><p>If you need to stick to 3E then I suggest keep throwing ever more powerful monsters from the Immortals handbook at the PCs until something challenges them. However, looking back I believe that the 3E approach (even with my best efforts) is not great for epic/immortal play.</p><p></p><p></p><p></p><p>I'm planning on doing a new D&D book for 5E that will be for Epic Level play and higher games (17-20+). Got an artist ready to go but a few things still in the design phase.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 7796986, member: 326"] Howdy Rantrite! :) S'mon was nice enough to email me about your post. Yes I am not sure 3/3.5/Path is the best system for Epic/Immortal Gaming to be fair. 4th Edition might have worked but not with the way Player Character Classes were designed. Ironically 1E/2E and dare I say it 5E are almost certainly the best. Okay fire away. The best approach is some sort of AC cap. 1E/2E had a cap of AC -10 (AC 30 in 5E terms). But there were a few ways to bend the rules on that with artifacts and stuff like that. Now that I have gotten to play a good bit of high level 5E I suspect that method may be the best for Epic Play. Think of epic play to be like reaching the Level Cap in World of Warcraft*. You don't want numbers (specifically attack bonuses and AC) to keep going up, instead you want them to plateau with maybe tiny incremental bonuses. As S'mon notes you can still increase things like HP and Damage; you primarily don't want Attack/AC to become irrelevant because it becomes too difficult to balance the game. *never played it myself but I am loosely familiar with it. Sounds a bit complicated. What level of play are you wanting to play at? As S'mon noted Immortal Characters generally hit enemies on a '2', meaning the big question was whether you crit or whether you miss. I sort of attempted this in 3E with the Immortals Handbook. But unlimited math gets out of hand and is unnecessary. I have some ideas of how to do Planet (and bigger) sized monsters in 5E without breaking the rules in the PHB/DMG/MM. If you tie HD to attack bonus (as 3E does) then your system scaling may as well be thrown out the window. The best approach is the opposite. You need to use a system like 1E/2E or 5E which massively caps/reduces the math to something more practical. If you need to stick to 3E then I suggest keep throwing ever more powerful monsters from the Immortals handbook at the PCs until something challenges them. However, looking back I believe that the 3E approach (even with my best efforts) is not great for epic/immortal play. I'm planning on doing a new D&D book for 5E that will be for Epic Level play and higher games (17-20+). Got an artist ready to go but a few things still in the design phase. [/QUOTE]
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A pair of numbers-based issues: how do you all handle them?
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