Upper_Krust
Legend
Hello again! 
If something is balanced from the beginning then it should be balanced ad infinitum.
Relatively easy for a PC to keep track of things as they ascend.
Ah...the plot thickens.
Well the change in damage was to try and inject some uniformity with energy dealing d6 damage, aligned effects dealing d8 and bane effects d12. I agree its a minor change*, but an attractive one I think.
*As noted under each such changed entry.
Every feat should attract attention, so obviously these aren't doing their jobs.
Well, according to the CR/EL system, skill focus feats should provide more than the +3 (non-epic). At least a base +5, or perhaps a +3 to two (related) skills, the minor increase representing a small synergy bonus.
As with the saving throw issue, all I am saying is that the feats should be the same at epic/non-epic levels.
No, what I am saying is that a feat that increases saving throws should be the same at epic level as it is at non-epic level.
Whether Great Fortitude or Epic Fortitude is the better balanced is debateable.
AMC provides a net +1 spell level increase. Could a 1st-level spell provide a +4 Fort save? Personally I think it probably could, which tells us that the +2 for Great Fortitude is perhaps too weaker rather than Epic Fortitude being too strong.
Personally I have been thinking that Fast Healing should be 4 per (epic) feat.

35th-level Demigod Paladin could have (using all its divine ability slots):
Example A (your idea of the double double)
Four smites per round, dealing +280 damage per smite (+1020 assuming all hit), thats enough to kill an average Lesser God.
Example B (my idea)
Three smites per round, dealing +140 damage per smite (+420 assuming all hit), thats certainly going to make a serious dent in the average demigod, but remember the Paladin is pretty min/maxed. for smiting.
Agreed, I probably have more of an issue with the immunity to mind affecting effects for any intelligent creature.
What are you using for the confirmation roll?
At epic levels chances are you hit more often than not, so the higher you ascend the more the confirmation roll is going to be marginalised.
In fact I am considering a feat/ability(?) called Threatening Critical which allows you to ignore the confirmation roll altogether.
Well the feat makes you immune to all natural diseases and poisons, but what darn natural disease/poison is going to defeat an epic characters saves anyway?
Well, for instance, incorporeality grants a 50% miss chance, but its not treated as concealment.
Exactly, which only compounds the discrepancy.
As far as I can see vorpal weapons become more effective the higher you ascend; more attacks and much better chance of hitting. The problem is probably inherant within its quasi-absolute mechanic. Maybe the vorpal ability should increase the weapons critical multiplier instead...?

CRGreathouse said:Yep. I don't run a divine campaign (although I did have one character ascend once... but only to quasi-deity, and then only with a sponsor), so I'm not particularly qualified to address the ultra-high level issues, but I feel quite good addressing epic levels. I've run a few games that have gone into epic levels, and I've written a pretty good number of epic feats to go along with my game. I thought if I was able to help I'd do so.
If something is balanced from the beginning then it should be balanced ad infinitum.
CRGreathouse said:Tavidar, the self-taught lich mage, took these feats extensively into the low-mid epic levels. They weren't a problem for him.
Relatively easy for a PC to keep track of things as they ascend.
CRGreathouse said:I agree that there's a degree of complexity for making NPCs that doesn't so much matter for PCs, but I do prefer the core mechanic. Perhaps if I get lazy enough I'll look into them at length, but until then I'll likely keep it as is. I also have a fair deal invensted in custom feats building on these, you see.
Ah...the plot thickens.

CRGreathouse said:Oh, I agree with this. I just tend to think the feats can be modified simply b making them stack, rather than replacing the damage by +1d12 or whatnot.
Well the change in damage was to try and inject some uniformity with energy dealing d6 damage, aligned effects dealing d8 and bane effects d12. I agree its a minor change*, but an attractive one I think.
*As noted under each such changed entry.
CRGreathouse said:Frankly these feats haven't attracted much attention, though they might if they were known to stack.
Every feat should attract attention, so obviously these aren't doing their jobs.
CRGreathouse said:Epic Skill Focus has no significant requirements and gives more than triple the non-epic benefit. Legendary Reputation gives twice the bonus to twice the skills (total power x4 compared to, say, Acrobatic).
Well, according to the CR/EL system, skill focus feats should provide more than the +3 (non-epic). At least a base +5, or perhaps a +3 to two (related) skills, the minor increase representing a small synergy bonus.
As with the saving throw issue, all I am saying is that the feats should be the same at epic/non-epic levels.
CRGreathouse said:Are you saying that Automatic Metamagic Capacity (which has trivial requirements for a Wiz21) is really going to be overshadowed by a +4 save feat?
No, what I am saying is that a feat that increases saving throws should be the same at epic level as it is at non-epic level.
Whether Great Fortitude or Epic Fortitude is the better balanced is debateable.
AMC provides a net +1 spell level increase. Could a 1st-level spell provide a +4 Fort save? Personally I think it probably could, which tells us that the +2 for Great Fortitude is perhaps too weaker rather than Epic Fortitude being too strong.
CRGreathouse said:How about Fast Healing?
Actually, a word on that last one: How powerful is Fast Healing compared to Damage Reduction?
Personally I have been thinking that Fast Healing should be 4 per (epic) feat.
CRGreathouse said:I don't feel that it is balanced even as an epic feat, since it grants more than half the benefits of +2 Con. I think Great Constitution is the better way (game-design-wise) of doing it, since you get all the benefits instead of just one outstripping the other.
I'm not suggesting that you stop using the feat, but I did want to remind you that not everyone uses such feats. Consider it one of my ideosynchrocies.

CRGreathouse said:I can't properly address this without knowing the abilities, but I stand by my assertion that it's too weak as a cosmic ability. Perhaps if it did standard doubling instead of D&D doubling then it would be balanced as epic/divine/cosmic (x2/x4/x8)...? Again, I haven't run a divine campaign.
35th-level Demigod Paladin could have (using all its divine ability slots):
Example A (your idea of the double double)
Four smites per round, dealing +280 damage per smite (+1020 assuming all hit), thats enough to kill an average Lesser God.
Example B (my idea)
Three smites per round, dealing +140 damage per smite (+420 assuming all hit), thats certainly going to make a serious dent in the average demigod, but remember the Paladin is pretty min/maxed. for smiting.
CRGreathouse said:Admittedly, though, this has nothing to do with the feat itself.
Agreed, I probably have more of an issue with the immunity to mind affecting effects for any intelligent creature.
CRGreathouse said:No. Here's the mathematically equal breakdown:
20/x5 = 19/x3 = 18/x2.33 = 17/x2
20/x4 = 19/x2.5 = 18/x2 = 17/x1.75
20/x3 = 19/x2 = 18/x1.67 = 17/x1.5
20/xA = 19/x(A/2+0.5) = 18/x(A/3+0.67) = 17/x(A/4+0.75) = X/(A/(21-X)+(20-X)/(21-X))
This is tempered somewhat by game concerns, but these are largely self-balancing (large crits and large crit ranges are often wasted).
What are you using for the confirmation roll?
At epic levels chances are you hit more often than not, so the higher you ascend the more the confirmation roll is going to be marginalised.
In fact I am considering a feat/ability(?) called Threatening Critical which allows you to ignore the confirmation roll altogether.
CRGreathouse said:(Perfect Health)
Maybe. I don't know how much diseases are used in the ultra-high levels, but I'd think not that often. This would be more your realm than mine.
Well the feat makes you immune to all natural diseases and poisons, but what darn natural disease/poison is going to defeat an epic characters saves anyway?
CRGreathouse said:Well, since I don't know what exactly it is then, I'll leave it without further comment.
Well, for instance, incorporeality grants a 50% miss chance, but its not treated as concealment.
CRGreathouse said:Yes.
Look in your 3.5 Player's Handbook, though: it has Improved Precise Shot.
Further, note that concealment in melee has no good counter.
Exactly, which only compounds the discrepancy.
CRGreathouse said:(Vorpal Strike)
I don't know how powerful it is, just that if it's too strong then vorpal needs to become a +6 ability. I don't think it is, so I tend to think the feat's fine. Again, this one comes down to experience more than anything.
As far as I can see vorpal weapons become more effective the higher you ascend; more attacks and much better chance of hitting. The problem is probably inherant within its quasi-absolute mechanic. Maybe the vorpal ability should increase the weapons critical multiplier instead...?