Reynard said:Not to pull this thread even further along a tangent, but when I was considering running an Epic game I came up with a rough outline of what i wanted to do with epic spellcasting. What I decided was that all spellcasters had a progression of Epic Castings from level 21+ that exactly mirrored their standard spell progression from 1+. Spells/day from this progression could be prepared/cast as "Epic versions" of spells of the same level. my baseline was 10 levels worth of metamagic feats "for free" on the lower level spells, as well as doubled caps for any damage dice, HD, etc... I never got very deeply into designing, let alone playtesting, it, but at the time it seemed like a good start to a system that would be "Epic" but retain D&D's spellcasting flavor.
To be honest, I think that would work better. One of the deep flaws of the ELH was that it was supposedly intended to go into "Infinity and beyond!" [/Buzz Lightyear] and not really have any upper limitations on how far you could play. Epic spellcasting really doesn't have any good limitations, and I haven't seen any suggestions on how to fix that I think would work. A system of spellslots that you can use metamagic feats on has an inherent limit to what you can do with it, and continues along the same lines instead of inventing something entirely new, and doing it quite poorly, in my opinion. Epic spellcasting gives spellcasters yet ANOTHER reason to dominate the game, because it turns epic level play into an arms race where he who has the most epic spells wins.
And non-spellcasters? They get left even FURTHER in the dust. A primary tank who is NOT backed by an epic spellcaster, under those circumstances, better go hang up his sword.