Alternative Epic rules

Nagol

Unimportant
I've never liked the epic rules published for 3.X. They continue vertical growth of characters, introduce new sub-systems, and cement gaps between character's BAB, and saving throws.

We're playing 3.5. My group has hit 18th level and is likely to hit a couple of more level really quickly (or die trying). When the campaign started, I made my dislike for epic clear and promised a proposal for simpler system that could still allow growth in breadth. I guess its time I got off my duff and delivered.

The system descrtibed below is meant to allow further growth in a character -- growth in breadth rather than strength.

Please take a look and let me know if there is a glaring problem or something unclear with my wording.

Proposal

Characters who achieve more than 20th level are considered epic and may take advantage of the rules below.

Derived Abilities

Any character with more than 20 class levels may choose the most beneficial 20 levels to calculate derived abilities. Derived abilities are Base Attack Bonus, Caster Level, and Saving Throws.

The character may choose a different set of class levels for each derived ability. Selecting best BAB and Caster Level choices are straightforward. Saving throws can be a little more complex. Below is a procedure that optimises the bonus.

For each saving throw, follow the procedure below to find the optimal class mix from the earned levels of a character:
  1. Choose the first level of all classes with that saving throw favoured.
  2. Move as many of the classes assigned in step 1 to 2nd level as possible.
  3. Increase the assigned classes in 2-level jumps to complete as much of the level selection as possible.
  4. Add 3-level groupings of non-favoured classes to complete the 20 level progression.
  5. Top up the character to 20 with remaining levels, as necessary. (This step is cosmetic and has no effect on the saving throw)



Now that the 20 levels are chosen, calculate the saving throw total as per the Player's Handbook. Class abilities, spells, and items continue to modify derived abilities normally.

Example

A 12th level Wizard, 20th level cleric, 5th level Fighter would have a BAB of +16 (+5 from Fighter 5, +11 from Cleric 15). The character has a cleric caster level of 20 and a Wizard caster level is 12.

The base saving throws are Fortitude +14 (+3 from Fighter 2, +11 from Cleric 18), Reflex Save of +6 (6 from Cleric 18), and Will +14 (+11 from Cleric 18, +3 from Wizard 2).

Classes

There is a limit to the power any class can achieve. Classes are limited by their published level limits. Any base class at its maximum level is ignored for Favoured Class calculations. If no favoured class remains for the character (i.e. A Dwarf with Fighter 20), the player may assign a new one. A character can only have one instance of each base class. Additional prestige classes may become available.

Magic Item Creation

The 10x multiplier for the creation of epic items is removed. Items with epic properties such as +6 enhancement bonus require an epic creator.

Epic Feats

Epic Feats can be acquired by epic characters using their general feats granted every three character levels. Some feats (such as epic spellcasting) may no longer make sense and will be removed.

Epic Spellcasting

Epic spell casting does not exist. It is possible to create spell slots through the Extra Spell feat higher than 9th level to extend the use of metamagic feats, but no spells greater than 9th level can be created.

Areas of Note

Compared to the original system, this system reduces the growth in power of spellcasters by dumping Epic Spellcasting and capping Caster Level at 20. A few spells like Polar Ray are reduced in high end effectiveness. (Normally it can reach 25d6 damage. This change limits it to 20d6 damage barring extrinsic Caster Level increases).

Attack bonus, caster level, and saving throws grow much more slowly after 20th (if at all). Creatures and epic effects will be toned down to compensate.

Character growth after 20 generally reflects a character widening its capability rather than becoming stronger in a specialty.
 

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The system as explained was somewhat difficult to follow. I found the examples did a better job of describing your ideas than the actual ideas themselves did.

What this effectively does is create fewer methods of becoming stronger, particularly in the case of level 25+ characters.
You are really opening yourself up to massive rehaul of monsters and encounters advanced beyond level 25, though. What that means is that you're effectively tripling (or worse) the time it takes to create an adventure.

If you're prepared for that, then the system could work well.
However, if you're looking towards levels 30-35 and up, you might find that it will be extremely difficult to create encounters of challenge. You're going to run into the problem of every encounter either being far too easy or far too hard.

As it stands, this system prevents any PC from effectively combating defenses that can keep growing, since they're mostly gear based and not stat based.
 

Yeah, I understand about the scaling of encounters.

I expect I'll be scaling CR19-23 up a bit rather than CR29 down.
 

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