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Another Immortals Handbook thread
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<blockquote data-quote="Upper_Krust" data-source="post: 2546724" data-attributes="member: 326"><p>Hello again! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile    :)"  data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>If something is balanced from the beginning then it should be balanced <em>ad infinitum</em>. </p><p></p><p></p><p></p><p>Relatively easy for a PC to keep track of things as they ascend.</p><p></p><p></p><p></p><p>Ah...the plot thickens. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink    ;)"  data-smilie="2"data-shortname=";)" /></p><p></p><p>  </p><p></p><p>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.</p><p></p><p>*As noted under each such changed entry.</p><p></p><p></p><p></p><p>Every feat should attract attention, so obviously these aren't doing their jobs.</p><p></p><p></p><p></p><p>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.</p><p></p><p>As with the saving throw issue, all I am saying is that the feats should be the same at epic/non-epic levels.</p><p></p><p> </p><p></p><p>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.</p><p></p><p>Whether Great Fortitude or Epic Fortitude is the better balanced is debateable.</p><p></p><p>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.</p><p></p><p></p><p></p><p>Personally I have been thinking that Fast Healing should be 4 per (epic) feat.</p><p></p><p></p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile    :)"  data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>35th-level Demigod Paladin could have (using all its divine ability slots):</p><p></p><p>Example A (your idea of the double double)</p><p></p><p>Four smites per round, dealing +280 damage per smite (+1020 assuming all hit), thats enough to kill an average Lesser God.</p><p></p><p>Example B (my idea)</p><p></p><p>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.</p><p></p><p></p><p></p><p>Agreed, I probably have more of an issue with the immunity to mind affecting effects for any intelligent creature.</p><p></p><p></p><p></p><p>What are you using for the confirmation roll?</p><p></p><p>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.</p><p></p><p>In fact I am considering a feat/ability(?) called Threatening Critical which allows you to ignore the confirmation roll altogether.</p><p></p><p></p><p></p><p>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?</p><p></p><p></p><p></p><p>Well, for instance, incorporeality grants a 50% miss chance, but its not treated as concealment.</p><p></p><p></p><p></p><p>Exactly, which only compounds the discrepancy.</p><p></p><p></p><p></p><p>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...?</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 2546724, member: 326"] Hello again! :) If something is balanced from the beginning then it should be balanced [I]ad infinitum[/I]. 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...? [/QUOTE]
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