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Artifact and ECL rules question
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<blockquote data-quote="Belzamus" data-source="post: 5213116" data-attributes="member: 61612"><p>You'd have to ask U_K for the details, I can't really recall, but there's an in-built expectation of party optimization standards in the IH rules. Anything over requires an EL adjustment to maintain the balance of play.</p><p></p><p>Of course, the level of optimization is rather subjective, so that's not really the best way to go about it, I don't think.</p><p></p><p>However, I will note, as a designer, I make far nastier monsters than what are found in the Bestiary for their equivalent CRs, because I *assume* a certain degree of ruthless competency in the party, whereas U_K's are simply a step above the general WotC level, where they're designed for generics pre-gens out of the DMG to handle.</p><p></p><p>So, what I'm basically saying is that you're (not *you*, you; generic you) more or less playing two different games, one with a baseline set at providing challenges for people either new to the rules or not looking to make the most out of their characters, whereas Ascension provides HUNDREDS of combinations to utterly wrecking everything that crosses your path.</p><p></p><p>Though, one should note that once get into having multiple Transcendentals, it's actually rather easy to become at least partially invincible by stacking a few of them together, whereas for offense they're really just more of the same. IMO, the defensive Trans. really seem to shine. (Quivering Aura is cool, though. <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>Oh, and believe it or not, on the few opportunities I ever got to *play* instead of DM, I was, in fact, a fan of utterly wrecking everything in my path. Those were usually gauntlet games, though, where the DM told us beforehand not to even bother coming up with personalities for our characters, just make them as tough as possible, so...yeah. </p><p></p><p>And...I type too much.</p></blockquote><p></p>
[QUOTE="Belzamus, post: 5213116, member: 61612"] You'd have to ask U_K for the details, I can't really recall, but there's an in-built expectation of party optimization standards in the IH rules. Anything over requires an EL adjustment to maintain the balance of play. Of course, the level of optimization is rather subjective, so that's not really the best way to go about it, I don't think. However, I will note, as a designer, I make far nastier monsters than what are found in the Bestiary for their equivalent CRs, because I *assume* a certain degree of ruthless competency in the party, whereas U_K's are simply a step above the general WotC level, where they're designed for generics pre-gens out of the DMG to handle. So, what I'm basically saying is that you're (not *you*, you; generic you) more or less playing two different games, one with a baseline set at providing challenges for people either new to the rules or not looking to make the most out of their characters, whereas Ascension provides HUNDREDS of combinations to utterly wrecking everything that crosses your path. Though, one should note that once get into having multiple Transcendentals, it's actually rather easy to become at least partially invincible by stacking a few of them together, whereas for offense they're really just more of the same. IMO, the defensive Trans. really seem to shine. (Quivering Aura is cool, though. ;)) Oh, and believe it or not, on the few opportunities I ever got to *play* instead of DM, I was, in fact, a fan of utterly wrecking everything in my path. Those were usually gauntlet games, though, where the DM told us beforehand not to even bother coming up with personalities for our characters, just make them as tough as possible, so...yeah. And...I type too much. [/QUOTE]
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