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<blockquote data-quote="pemerton" data-source="post: 8392895" data-attributes="member: 42582"><p>[USER=82504]@Garthanos[/USER]</p><p></p><p>In my experience of 4e D&D, the key to Epic is that the mechanics (mostly) stay the same, and mathematically robust, while the <em>fiction </em>scales up.</p><p></p><p>So (and picking some examples from my own play experience) the mechanical framework for resolving a trek across the Abyss to Mal Arundak, and then for breaking through the besieging demon hordes to enter that fortress, is no different from the framework for travelling through a forest and passing through goblin attackers to enter a homestead - in both cases its a skill challenge that interfaces with a combat encounter.</p><p></p><p>In the Heroic tier event, the combat is with single goblins, some on wolves; in the Epic tier event, its with Gargantuan swarms of demons.</p><p></p><p>At Epic, the framework for an ad-hoc action declaration in combat is no different from Heroic tier - it's just that instead of the action being a paladin of the Raven Queen speaking a prayer to gain combat advantage against a wight, it's a sorcerer calling on his ability to manipulate chaos to seal the Abyss.</p><p></p><p>And whereas at Paragon tier the social skill challenge is to expose a wicked advisor in front of the Baron, at Epic tier it's to persuade Yan-C-Bin to leave the PCs alone as they set about holding off the Dusk War.</p><p></p><p>[USER=6696971]@Manbearcat[/USER] has pointed to some of the mechanical elements that support this: solving the daily resources issue, skill challenges, keywords. Others include intra-party mechanical balance of effectiveness; the (closely related) relative uniformity of PC builds, which allows powers, healing surges, action points and the like to serve as a common currency in non-combat resolution that interfaces directly with combat resource expenditure; the fact that magic items are part of all this and don't break the game; and - in combat - the use of PC depth of resources to counter numerical growth in NPC/creature hit points and damage output, which gives a feeling of Epic PCs "pulling out all the stops" against these (seemingly) impossible odds.</p><p></p><p>I think it's a pretty remarkable design achievement.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8392895, member: 42582"] [USER=82504]@Garthanos[/USER] In my experience of 4e D&D, the key to Epic is that the mechanics (mostly) stay the same, and mathematically robust, while the [I]fiction [/I]scales up. So (and picking some examples from my own play experience) the mechanical framework for resolving a trek across the Abyss to Mal Arundak, and then for breaking through the besieging demon hordes to enter that fortress, is no different from the framework for travelling through a forest and passing through goblin attackers to enter a homestead - in both cases its a skill challenge that interfaces with a combat encounter. In the Heroic tier event, the combat is with single goblins, some on wolves; in the Epic tier event, its with Gargantuan swarms of demons. At Epic, the framework for an ad-hoc action declaration in combat is no different from Heroic tier - it's just that instead of the action being a paladin of the Raven Queen speaking a prayer to gain combat advantage against a wight, it's a sorcerer calling on his ability to manipulate chaos to seal the Abyss. And whereas at Paragon tier the social skill challenge is to expose a wicked advisor in front of the Baron, at Epic tier it's to persuade Yan-C-Bin to leave the PCs alone as they set about holding off the Dusk War. [USER=6696971]@Manbearcat[/USER] has pointed to some of the mechanical elements that support this: solving the daily resources issue, skill challenges, keywords. Others include intra-party mechanical balance of effectiveness; the (closely related) relative uniformity of PC builds, which allows powers, healing surges, action points and the like to serve as a common currency in non-combat resolution that interfaces directly with combat resource expenditure; the fact that magic items are part of all this and don't break the game; and - in combat - the use of PC depth of resources to counter numerical growth in NPC/creature hit points and damage output, which gives a feeling of Epic PCs "pulling out all the stops" against these (seemingly) impossible odds. I think it's a pretty remarkable design achievement. [/QUOTE]
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