Upper_Krust
Legend
Hiya mate! 
I was thinking perhaps that all static abilities (those that do not increase generically* with level) would remain constant whereas those that increase with level should have their net effect doubled at epic levels.
*Not abilities unique to a class.
Static scores:
Armour Class (Armor Skin, Dodge, Two-weapon Defense)
Criticals (Improved Critical)
Damage (Weapon Specialisation)
Initiative (Improved Initiative)
Spell Focus
Fluid scores:
Ability Scores...not sure about this one.
Attack Bonus (including Bull Rush, Disarm, Grapple, Sunder and Trip)
Saving Throws
Skills
Spell Penetration
What do you think?
Possibly, I'm not sure how I got that confused.
Thats probably the best balanced solution.

CRGreathouse said:Because some abilities scale differently than others. Attacks rolls and saves increase with level and have many potential modifiers, while initiative stays relatively constant. That's why I don't think Supreme Initiative is underpowered despite being "only" as strong as a nonepic feat.
As a rule of thumb, I think the epic feats should be (and largely are!) 2-3 times as strong as the base versions. Automatic Metamagic Capacity is more than 3 times better than whatever feat a third-level wizard takes to buff up his casting.![]()
I was thinking perhaps that all static abilities (those that do not increase generically* with level) would remain constant whereas those that increase with level should have their net effect doubled at epic levels.
*Not abilities unique to a class.
Static scores:
Armour Class (Armor Skin, Dodge, Two-weapon Defense)
Criticals (Improved Critical)
Damage (Weapon Specialisation)
Initiative (Improved Initiative)
Spell Focus
Fluid scores:
Ability Scores...not sure about this one.
Attack Bonus (including Bull Rush, Disarm, Grapple, Sunder and Trip)
Saving Throws
Skills
Spell Penetration
What do you think?
CRGreathouse said:I went over the rules very carefully before posting, even though I was pretty sure you could smite more than once per round. You can. Perhaps you're thinking of the monk's Stunning Fist?
Possibly, I'm not sure how I got that confused.
CRGreathouse said:Let's make it a +5 ability that gives +5 to the crtical multiplier, but only when the natural attack roll was 20.
Thats probably the best balanced solution.