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A Tournament of Cosmic Propotions! (Immortal's Handbook Rules)
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<blockquote data-quote="Buugipopuu" data-source="post: 5746507" data-attributes="member: 41173"><p>The arena seems pretty brutal, to the point where Planar Bubble, and possibly a selection of ways of preventing it being dispelled is basically a necessity. You might want to clarify the rules on heavy gravity and how they interact with VSCs and orichalcum weapons. Making the strength requirements scale with size is probably a good idea (a Str 30 Huge Giant should have as much trouble moving in high gravity as a Str 10 Medium Human), so +20 Str over the average for a creature of your Size and Virtual Size. The Str requirements for wielding weapons increases by some number (+5 to +8 seems sensible) due to their increased weight.</p><p></p><p></p><p></p><p>A lot of them aren't really needed unless you're dealing with power-gaming players. Most of them exist because they stop a thing that's not that important flavour-wise and has the potential for several game-breaking exploits, and can be ignored if you can trust your players to avoid obviously overpowered things before the character sheet submission stage.</p><p></p><p></p><p></p><p>I've found that without it, there are only two outcomes: Success on everything but a natural 1 or failure on everything but a natural 20. Because of this, it's either best to invest as much into something as you can or invest nothing at all, because against an AC of 200, an attack roll of +179 is as good as an attack roll of +0, despite the difference being less than 12%. One of the main reasons Epic is hard to balance is because the gap between automatic success and automatic failure is so small. If anything, I think my rule doesn't go far enough, and I was considering changing it to ±ECL/5 (but limited to being unable to reduce a bonus below the basic ability modifier of the check, to prevent the odd situation of high-level characters without Maven getting worse at easy tasks that they don't have skill ranks in as they level up) rather than ±DvR (which is ±ECL/10 in the extreme case of minimum-HD deities). Sadly the script is integrated into an IRC bot, and not easy to untangle from the bot's own aliasing language, so you'll have to make do with a random integer generator, or something.</p><p></p><p>EDIT: If you're using this rules with Divine Bonuses, it's probably a good idea to do it with every special quality that adds a bonus to most things, like an Amidah's luck bonus, or a Neutronium Golem's gravitational bonus.</p><p></p><p></p><p></p><p>Healing them isn't really the issue. The issue is that they hit you with so much damage that you're either killed or rendered incapable of taking actions in a single turn. Death Ward and other immunities are a poor defence as most of the creatures with these abilities are getting them from their portfolios, and so also gain immunity penetration.</p><p></p><p></p><p></p><p>Thanks. I tend not to play with Nescient, as I haven't seen any uses for it that aren't just exploiting the wording of certain abilities to get abilities at a discount, usually by taking the last ability in a feat tree without the others, and because it takes away a tool that the DM can use to balance abilities, and if there's anything Epic 3.5 doesn't need, its fewer ways to ensure abilities are balanced.</p></blockquote><p></p>
[QUOTE="Buugipopuu, post: 5746507, member: 41173"] The arena seems pretty brutal, to the point where Planar Bubble, and possibly a selection of ways of preventing it being dispelled is basically a necessity. You might want to clarify the rules on heavy gravity and how they interact with VSCs and orichalcum weapons. Making the strength requirements scale with size is probably a good idea (a Str 30 Huge Giant should have as much trouble moving in high gravity as a Str 10 Medium Human), so +20 Str over the average for a creature of your Size and Virtual Size. The Str requirements for wielding weapons increases by some number (+5 to +8 seems sensible) due to their increased weight. A lot of them aren't really needed unless you're dealing with power-gaming players. Most of them exist because they stop a thing that's not that important flavour-wise and has the potential for several game-breaking exploits, and can be ignored if you can trust your players to avoid obviously overpowered things before the character sheet submission stage. I've found that without it, there are only two outcomes: Success on everything but a natural 1 or failure on everything but a natural 20. Because of this, it's either best to invest as much into something as you can or invest nothing at all, because against an AC of 200, an attack roll of +179 is as good as an attack roll of +0, despite the difference being less than 12%. One of the main reasons Epic is hard to balance is because the gap between automatic success and automatic failure is so small. If anything, I think my rule doesn't go far enough, and I was considering changing it to ±ECL/5 (but limited to being unable to reduce a bonus below the basic ability modifier of the check, to prevent the odd situation of high-level characters without Maven getting worse at easy tasks that they don't have skill ranks in as they level up) rather than ±DvR (which is ±ECL/10 in the extreme case of minimum-HD deities). Sadly the script is integrated into an IRC bot, and not easy to untangle from the bot's own aliasing language, so you'll have to make do with a random integer generator, or something. EDIT: If you're using this rules with Divine Bonuses, it's probably a good idea to do it with every special quality that adds a bonus to most things, like an Amidah's luck bonus, or a Neutronium Golem's gravitational bonus. Healing them isn't really the issue. The issue is that they hit you with so much damage that you're either killed or rendered incapable of taking actions in a single turn. Death Ward and other immunities are a poor defence as most of the creatures with these abilities are getting them from their portfolios, and so also gain immunity penetration. Thanks. I tend not to play with Nescient, as I haven't seen any uses for it that aren't just exploiting the wording of certain abilities to get abilities at a discount, usually by taking the last ability in a feat tree without the others, and because it takes away a tool that the DM can use to balance abilities, and if there's anything Epic 3.5 doesn't need, its fewer ways to ensure abilities are balanced. [/QUOTE]
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