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General Tabletop Discussion
*Pathfinder & Starfinder
Anyone else think epic rules still need some help?
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<blockquote data-quote="ciaran00" data-source="post: 1259868" data-attributes="member: 12493"><p>Ok, let me start with some of my thoughts.</p><p></p><p>Saving throw DCs: Saves are calculated by 10 + 1/3 Character Level + 1/6 Caster Level + Stat. A caster level factors in for 1/2 and other levels by 1/3. This is the equivalent of a "good" saving throw versus a "poor" one.</p><p></p><p>A single-classed caster of the same level as an opponent will have a 50/50 chance of overcoming an opponent's good saving throw... moreso for his poor ones. A multiclassed caster will have less of a chance, with a floor at 50/50 against the opponent's "poor" saving throw. I am assuming that opposing stats are somewhat the same.</p><p></p><p>NOTE: the standard 10 + 1/2 CL + Stat is too high IMHO. Also, I believe that the character should be denied qualitative bonuses for not taking a level in some class, not quantitative bonuses as well! For example, a Fi 25/Clr 25 should have SOME chance of turning a 50th level undead. He shouldn't be doubly ineffective both on his fighter and Cleric side. This is absolutely not true at low levels, and since the spirit of the original epic rules is to keep the same degree of balance at high levels as at lower levels, it seems that this should be the case (though it's not, at all).</p><p></p><p>BAB: Progression follows as per usual, though extra attacks are not gained. Poor 1/2, Avg 3/4, Good 1/1.</p><p></p><p>Saving throws: Scale as per class (this rule actually applies for monsters, so...)</p><p></p><p>Wizard spells/day progression: Every ten levels, they get 1 more casting per day of each level. So a wizard will have all 5's across the board at 30th. They gain 1 spell/day starting at 0th and ending at 9th every level. Continue this progression for the next 10 levels, etc. Since I use a spell point system (I won't bore you with the details here), I lump cost of epic spells into their spell point tally, making the cast-till-you-drop effect still viable at high levels.</p><p></p><p>Priest spells/day progression: same as above</p><p></p><p>Any comments?</p><p></p><p>EDIT: My main interest in this subject matter comes from running a Dark Sun game. Of all the classic settings, Dark Sun is both a brutal low-level game campaign world, and an epic psionic-enchantment flinging campaign world. It's the only one in 2e that really addressed (poorly) these ultra-high level concerns (or even mentioned ultra-high level at all).</p><p></p><p>ciaran</p></blockquote><p></p>
[QUOTE="ciaran00, post: 1259868, member: 12493"] Ok, let me start with some of my thoughts. Saving throw DCs: Saves are calculated by 10 + 1/3 Character Level + 1/6 Caster Level + Stat. A caster level factors in for 1/2 and other levels by 1/3. This is the equivalent of a "good" saving throw versus a "poor" one. A single-classed caster of the same level as an opponent will have a 50/50 chance of overcoming an opponent's good saving throw... moreso for his poor ones. A multiclassed caster will have less of a chance, with a floor at 50/50 against the opponent's "poor" saving throw. I am assuming that opposing stats are somewhat the same. NOTE: the standard 10 + 1/2 CL + Stat is too high IMHO. Also, I believe that the character should be denied qualitative bonuses for not taking a level in some class, not quantitative bonuses as well! For example, a Fi 25/Clr 25 should have SOME chance of turning a 50th level undead. He shouldn't be doubly ineffective both on his fighter and Cleric side. This is absolutely not true at low levels, and since the spirit of the original epic rules is to keep the same degree of balance at high levels as at lower levels, it seems that this should be the case (though it's not, at all). BAB: Progression follows as per usual, though extra attacks are not gained. Poor 1/2, Avg 3/4, Good 1/1. Saving throws: Scale as per class (this rule actually applies for monsters, so...) Wizard spells/day progression: Every ten levels, they get 1 more casting per day of each level. So a wizard will have all 5's across the board at 30th. They gain 1 spell/day starting at 0th and ending at 9th every level. Continue this progression for the next 10 levels, etc. Since I use a spell point system (I won't bore you with the details here), I lump cost of epic spells into their spell point tally, making the cast-till-you-drop effect still viable at high levels. Priest spells/day progression: same as above Any comments? EDIT: My main interest in this subject matter comes from running a Dark Sun game. Of all the classic settings, Dark Sun is both a brutal low-level game campaign world, and an epic psionic-enchantment flinging campaign world. It's the only one in 2e that really addressed (poorly) these ultra-high level concerns (or even mentioned ultra-high level at all). ciaran [/QUOTE]
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Anyone else think epic rules still need some help?
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